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Wilhelm:
Sven Långkalsång
crafting
skill
4
Sven Långkalsång
intimidation
skill
16
Sven Långkalsång
strength
ability
16
Ray:
Alyssa Snapdragon
performance
skill
24
Alyssa Snapdragon
skill
14
Alyssa Snapdragon
Underworld
skill
21
source: Charlatan
Wilhelm:
Sven Långkalsång
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
Sven Långkalsång
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
Luka V. (GM):
Sven Långkalsång
Titan Wrestler
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Ray:
Alyssa Snapdragon
Charming Liar
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Deception
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
Alyssa Snapdragon
Lie to Me
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Killander:
Gary Kreeefrog (Chris)
Druid Equipment Package
stowed item
bulk: 4
quantity: 1
price: 4 gp
SUBCATEGORY: Adventuring Gear
Armor: hide armor
Weapons: 4 javelins, spear
Gear: adventurer’s pack, primal symbol
Options: healer’s toolkit (5 gp)
Money Left Over: 11 gp
Luka V. (GM):
Sven Långkalsång
athletics
skill
4
Killander:
Gary Kreeefrog (Chris)
Natural Medicine
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Wilhelm:
Sven Långkalsång
Titan Wrestler
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Sven Långkalsång
Raging Thrower
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Sven Långkalsång
Raging Thrower
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1st
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Sven Långkalsång
Raging Thrower
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Sven Långkalsång
Adrenaline Rush
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
traits: Barbarian, Rage
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
Sven Långkalsång
unarmed fist
melee strike
attack 21 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Wilhelm:
Sven Långkalsång
unarmed fist
melee strike
attack 12 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Ray:
Alyssa Snapdragon
Dagger
melee strike
attack 16 Agile, finesse, thrown 10 ft., versatile S
damage 2 piercing
Wilhelm:
Sven Långkalsång
Titan Wrestler
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Sven Långkalsång
Rage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Sven Långkalsång
acrobatics
skill
20
Luka V. (GM):
Sven Långkalsång
Adrenaline Rush
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian, Rage
In the heat of battle, you are capable of amazing feats of strength. While you are raging, increase your encumbered and maximum Bulk limits by 2; you also gain a +1 status bonus to Athletics checks to lift heavy objects, Escape, and Force Open.
Wilhelm:
Sven Långkalsång
Rage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Ray:
Alyssa Snapdragon
Legal Lore
skill
19
source: Hellspawn lineage
objection
Killander:
Gary Kreeefrog (Chris)
cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
Luka V. (GM):
Sven Långkalsång
Raging Thrower
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian
Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Killander:
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 6 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Wilhelm:
Sven Långkalsång
Titan Mauler
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Luka V. (GM):
Sven Långkalsång
Bastard Sword
worn item
bulk: 1
quantity: 1
traits: Two-hand d12
price: 4 gp
SUBCATEGORY: Weapons
HANDS: 1 or 2
DAMAGE: 1d8 (5)
DAMAGE TYPE: slashing
WEAPON CATEGORY: Martial
GROUP: Sword
This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra slashing power.
Sven Långkalsång
Bastard Sword
melee strike
attack 8 Two-hand d12
damage 8 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 16
damage 7 bludgeoning slashing
Wilhelm:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 13
damage 5 bludgeoning slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Critical damage 10 bludgeoning slashing
Luka V. (GM):
Sven Långkalsång
Bastard Sword 2-handed
melee strike
Critical damage 32 bludgeoning slashing
Wilhelm:
Sven Långkalsång
Bastard Sword
melee strike
attack 15 Two-hand d12
Sven Långkalsång
Bastard Sword
melee strike
attack #2 8 Two-hand d12
damage 11 slashing
Luka V. (GM):
Sven Långkalsång
Bastard Sword
melee strike
Critical damage 20 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 10
damage 7 bludgeoning slashing
Critical damage 30 bludgeoning slashing
Sven Långkalsång
Bastard Sword
melee strike
attack 18 Two-hand d12
damage 5 slashing
Wilhelm:
Sven Långkalsång
Adventurer's Pack
stowed item
bulk: L
quantity: 1
price: 15 sp
SUBCATEGORY: Adventuring Gear
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Luka V. (GM):
Gary Kreeefrog (Chris)
General Training
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Human
special: You can select this feat multiple times, choosing a different feat each time.
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Killander:
Gary Kreeefrog (Chris)
initiative
perception
11
Gary Kreeefrog (Chris)
initiative
perception
13
Luka V. (GM):
Gary Kreeefrog (Chris)
Incredible Initiative
general feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Killander:
Gary Kreeefrog (Chris)
Incredible Initiative
general feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Luka V. (GM):
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Wilhelm:
Sven Långkalsång
Adventurer's Pack
stowed item
bulk: L
quantity: 1
price: 15 sp
SUBCATEGORY: Adventuring Gear
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Killander:
Gary Kreeefrog (Chris)
stowed item
quantity: 1
Wilhelm:
Sven Långkalsång
Backpack
stowed item
quantity: 1
price: 1 sp
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
Alyssa Snapdragon:
Alyssa Snapdragon
Thieves' Toolkit
stowed item
bulk: L
quantity: 1
price: 3 gp
SUBCATEGORY: Adventuring Gear
HANDS: 1 or 2
You need a thieves’ toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves’ toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn’t require using the Repair action. If you wear your thieves’ toolkit, you can draw and replace it as part of the action that uses it.
Wilhelm:
Sven Långkalsång
Backpack
stowed item
quantity: 1
price: 1 sp
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible.
Luka V. (GM):
Eagemus Nosaa
Quick Jump
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Filip:
Eagemus Nosaa
skill
18
Eagemus Nosaa
skill
16
Eagemus Nosaa
Lore
skill
9
Alyssa Snapdragon:so CHRIS
any prefernce for clothing for your druid? want some of his old clothes rumpled up or new look to go with his druid lifestyle?
Killander:old clothes rumple, he is still somewhat in denial about his new situation
Filip:
Eagemus Nosaa
initiative
perception
9
Alyssa Snapdragon:ahhh got it thanks!
Filip:
Eagemus Nosaa
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
Luka V. (GM):
Eagemus Nosaa
Flurry of Blows
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Eagemus Nosaa
unarmed fist
melee strike
attack 24 Agile, finesse, nonlethal, unarmed
Critical!
damage 5 bludgeoning
Eagemus Nosaa
unarmed fist
melee strike
attack 23 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Eagemus Nosaa
unarmed fist
melee strike
attack #2 7 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Filip:
Eagemus Nosaa
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
Eagemus Nosaa
skill feats
single actiontwo-actionthree-actionfree actionreaction*
Luka V. (GM):
Eagemus Nosaa
initiative
perception
11
Alyssa Snapdragon:hes ready to open that brothel
Luka V. (GM):
Sven Långkalsång
Rage
conditions - Value: 1
Wilhelm:
Sven Långkalsång
Clumsy
conditions - Value: 1
Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 13 Two-hand d12
damage 20 slashing
Critical damage 36 slashing
Alyssa Snapdragon:
Alyssa Snapdragon
Legal Lore
skill
17
source: Hellspawn lineage
Alyssa Snapdragon
Underworld Lore
skill
20
source: Charlatan
Filip:
Alexander "Železni" Zelov
will
saving throw
21
Alyssa Snapdragon:
Alyssa Snapdragon
Musical Accompaniment
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Wilhelm:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 12 Two-hand d12
damage 18 slashing
Critical damage 40 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 18 Two-hand d12
damage 15 slashing
Critical damage 22 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 0 Two-hand d12
damage 12 slashing
Critical damage 40 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 11 Two-hand d12
damage 18 slashing
Critical damage 44 slashing
Alyssa Snapdragon:
Alyssa Snapdragon
thievery
skill
8
Chris [Gary]:
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 4 bludgeoning
Critical damage 14 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Filip [Alexander]:Ditties
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
21
Sven Långkalsång:
Sven Långkalsång
athletics
skill
17
Alyssa Snapdragon:
Alyssa Snapdragon
Underworld Lore
skill
7
source: Charlatan
Filip [Alexander]:
Alexander "Železni" Zelov
perception
18
Sven Långkalsång sdf
Alyssa Snapdragon:standards are so high
Hannah will leave the room to go get dinner
"You need a bath" foreshadowing the sewers already!
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
23
Sven Långkalsång:
Sven Långkalsång
initiative
perception
12
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
13
Alyssa Snapdragon:
Alyssa Snapdragon
initiative
perception
11
Luka V. (GM):
Grindylow
initiative
perception
17
Filip [Alexander]:
Alexander "Železni" Zelov
intimidation
skill
18
Chris [Gary]:Am i still on his shoulder?
Filip [Alexander]:
rolling 1d20
(
17
)
=
17
rolling 1d4
(
3
)
=
3
Luka V. (GM):
rolling 1d20
(
9
)
=
9
rolling 1d20
(
19
)
=
19
rolling 1d4
(
1
)
=
1
Chris [Gary]:
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 6 bludgeoning
Critical damage 8 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Luka V. (GM):
Goblin Igniter
reflex
saving throw
12
rolling 1d20
(
5
)
=
5
Chris [Gary]:
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack 21 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Critical damage 12 bludgeoning
Sven Långkalsång:
Sven Långkalsång
athletics
skill
19
Sven Långkalsång
athletics
skill
28
rolling 1d4+4
(
3
)
+4
=
7
Sven Långkalsång
fortitude
saving throw
24
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
22
Alyssa Snapdragon:
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 23
damage 7 piercing
Critical damage 22 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
rolling 1d4
(
4
)
=
4
Filip [Alexander]:
Alexander "Železni" Zelov
unarmed fist
melee strike
attack 13 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2 5 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Alexander "Železni" Zelov
athletics
skill
19
Luka V. (GM):
rolling 1d20
(
1
)
=
1
Chris [Gary]:
Gary Kreeefrog (Chris)
athletics
skill
19
Alyssa Snapdragon:yeet the baby
Sven Långkalsång:
Sven Långkalsång
unarmed fist
melee strike
attack 16 Agile, finesse, nonlethal, unarmed
damage 7 bludgeoning
Critical damage 10 bludgeoning
Alyssa Snapdragon:
Alyssa Snapdragon
Prestidigitation
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Luka V. (GM):I just thought it might help having it spelled out!
pronounced*
Alyssa Snapdragon:aw thanks luka!
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
21
Alyssa Snapdragon:
Alyssa Snapdragon
society
skill
13
never let me roll again
Filip [Alexander]:Jup
Chris [Gary]:
Gary Kreeefrog (Chris)
stealth
skill
13
Filip [Alexander]:
Alexander "Železni" Zelov
stealth
skill
10
Sven Långkalsång:
Sven Långkalsång
stealth
skill
12
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Alyssa Snapdragon:
Alyssa Snapdragon
stealth
skill
13
Chris [Gary]:
Gary Kreeefrog (Chris)
intimidation
skill
5
Alyssa Snapdragon:
Alyssa Snapdragon
Prestidigitation
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
not cold for mee
Sven Långkalsång:
Sven Långkalsång
Soap
stowed item
quantity: 1
price: 2 cp
Luka V. (GM):
Knight of Anubis
initiative
perception
8
Knight of Anubis
initiative
perception
10
Alyssa Snapdragon:
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Sling
ranged strike
attack 20 Propulsive
damage 5 bludgeoning
Critical damage 6 bludgeoning
Range: 50 ft.
Luka V. (GM):
Hannah D
initiative
perception
11
Chris [Gary]:
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
rolling 1d6
(
3
)
=
3
Luka V. (GM):
Knight of Anubis
reflex
saving throw
23
Knight of Anubis
reflex
saving throw
13
Sven Långkalsång:
Sven Långkalsång
unarmed fist
melee strike
attack 25 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 10 bludgeoning
Sven Långkalsång
Titan Mauler
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Luka V. (GM):
Hannah D
stealth
skill
14
rolling 1d8
(
3
)
=
3
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 14
damage 11 bludgeoning
Luka V. (GM):
Knight of Anubis
Cold Iron Flail
melee strike
attack 28 Disarm, Sweep, Trip
Critical!
damage 10 Bludgeoning
Alyssa Snapdragon:
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 17
damage 10 piercing
Critical damage 18 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Shield
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Chris [Gary]:
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 3 bludgeoning
Critical damage 12 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Luka V. (GM):
Knight of Anubis
reflex
saving throw
23
Knight of Anubis
reflex
saving throw
10
Alyssa Snapdragon:we are fighting the actual anubis
Filip [Alexander]:Using weapons...like a bitch
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
19
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 25 Two-hand d12
Sven Långkalsång
Bastard Sword 2-handed
melee strike
damage 16 slashing
Critical damage 24 slashing
Alyssa Snapdragon:oof thats a rough way to die
Luka V. (GM):1
Filip [Alexander]:
Alexander "Železni" Zelov
unarmed fist
melee strike
attack 11 Agile, finesse, nonlethal, unarmed
damage 7 bludgeoning
Luka V. (GM):
Knight of Anubis
Cold Iron Flail
melee strike
attack 28 Disarm, Sweep, Trip
Critical!
damage 7 Bludgeoning
Alyssa Snapdragon:buh bye now
Luka V. (GM):
Knight of Anubis
Cold Iron Flail
melee strike
attack #2 19 Disarm, Sweep, Trip
damage 9 Bludgeoning
Alyssa Snapdragon:
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 22
damage 10 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
9
Wilhelm [Sven]:
Sven Långkalsång
medicine
skill
5
Luka V. (GM):
Hannah D
wisdom
ability
5
Filip [Alexander]:
rolling 1d20
(
16
)
=
16
Luka V. (GM):x2 cold-iron mace, 2 full plate iron armours, and 2 light crossbows with 20 bolts each
cold-iron flail
*
Wilhelm [Sven]:
Sven Långkalsång
Cold-Iron Mace
stowed item
bulk: 1
quantity: 2
Chris [Gary]:
Gary Kreeefrog (Chris)
religion
skill
5
Filip [Alexander]:
Alexander "Železni" Zelov
arcana
skill
6
Alyssa Snapdragon:i wanna be like her when i grow old
Wilhelm [Sven]:short?
Alyssa Snapdragon:armed to the teeth bish
s v e n
S V E N
Luka V. (GM):Amaya - young human Elder
Ermolos - the black dragonborn blacksmith
Fiosa - the dagger halfling
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal Empathy (Druid)
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Druid
You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.
Alyssa Snapdragon:Im traveling with a raccoon that would like a weapon- out of context thats insane
Ermolos accidentally revealing someone can never go home
noice
Wilhelm [Sven]:
Sven Långkalsång
perception
8
Luka V. (GM):Gorvio - a 40-yo tiefling horse handler
Larka - a 70yo human lady that knits and doesn't care about you
Mathalen - a 20yo halfling that is severely depressed
Alyssa Snapdragon:i fucking cant sometimes
Filip [Alexander]:4ft 11in
Hobbit king
Alyssa Snapdragon:i cannot
holy shit
Wilhelm [Sven]:
Sven Långkalsång
thievery
skill
9
Filip [Alexander]:perv
Alyssa Snapdragon:culture clash damn
Luka V. (GM):Rizzarda - 19yo female tiefling that looks like she belongs on the stage
Sclavo - a 30yo human in rags, black hair, piercing green eyes
Tarvi - a young aasimar woman, hard to put an age on her, loves magic tricks
Alyssa Snapdragon:BES DEMANDS FRIENDS, GARY
Chris [Gary]:
Gary Kreeefrog (Chris)
Natural Medicine
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
Gary Kreeefrog (Chris)
nature
skill
13
+2
Gary Kreeefrog (Chris)
strength
ability
22
Luka V. (GM):17
Ermolos
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
26
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
16
Alyssa Snapdragon:Alyssa just rocking out singing diggy diggy hole
cause damn its a bop
Filip [Alexander]:I AM A DWARF
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
21
Alyssa Snapdragon:AND IM DIGGING A HOLE
Filip [Alexander]:It's a classic
Luka V. (GM):Sclavo: 15
Tarvi: 11
Chris [Gary]:
Gary Kreeefrog (Chris)
nature
skill
12
+2
Luka V. (GM):Good cop bad cop: Alyssa is both
Alyssa Snapdragon:aww thanks
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
24
Luka V. (GM):Gary the drag queen
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
17
Luka V. (GM):Sclavo
Wilhelm [Sven]:lesson 1, stand still and let me hit you with this mace
Alexanders dick is so big it get in the way of his pounches
Daddy Ermolos!
Alyssa Snapdragon:didnt need to know sven had daddy issues- but then again dont we all
Luka V. (GM):https://2e.aonprd.com/Equipment.aspx?ID=186
Alyssa Snapdragon:
Alyssa Snapdragon
stealth
skill
22
Filip [Alexander]:
Alexander "Železni" Zelov
perception
14
Luka V. (GM):
Knight of Anubis
initiative
perception
14
Wilhelm [Sven]:
Sven Långkalsång
stealth
skill
11
Chris [Gary]:
Gary Kreeefrog (Chris)
stealth
skill
11
Luka V. (GM):
Knight of Anubis
initiative
perception
10
Wilhelm [Sven]:
Sven Långkalsång
stealth
skill
21
Filip [Alexander]:
Alexander "Železni" Zelov
perception
20
Wilhelm [Sven]:
Sven Långkalsång
initiative
stealth
14
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
8
Alyssa Snapdragon:
Alyssa Snapdragon
perception
24
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 24
damage 10 bludgeoning
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
27
Luka V. (GM):
Knight of Anubis
Attack of Opportunity
automatic and reactive abilities
action type: Reaction
trigger :: Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action.
This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Knight of Anubis
Flail
melee strike
attack 21 Disarm, Sweep, Trip
damage 7 Bludgeoning
Wilhelm [Sven]:
Sven Långkalsång
unarmed fist
melee strike
damage 7 bludgeoning
Critical damage 16 bludgeoning
Alyssa Snapdragon:just a reminder- dont kill the kids
Gary Kreeefrog (Chris):
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 7 bludgeoning
Critical damage 12 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Gary Kreeefrog (Chris)
Gouging Claw
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 13
damage 6 slashing or piercing
Critical damage 16 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Alyssa Snapdragon:
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 17
damage 9 piercing
Critical damage 6 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
stealth
skill
10
Luka V. (GM):
Knight of Anubis
athletics
skill
12
Knight of Anubis
athletics
skill
10
Knight of Anubis
athletics
skill
9
Knight of Anubis
Flail
melee strike
attack 17 Disarm, Sweep, Trip
damage 7 Bludgeoning
Knight of Anubis
Flail
melee strike
attack #2 4 Disarm, Sweep, Trip
damage 8 Bludgeoning
Alyssa Snapdragon:man unlocksnew fear: gorillas
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 20
damage 12 bludgeoning
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 12
damage 8 bludgeoning
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
26
Gary Kreeefrog (Chris):
Gary Kreeefrog (Chris)
Gouging Claw
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 6
damage 3 slashing or piercing
Critical damage 12 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Luka V. (GM):
Knight of Anubis
Crossbow
ranged strike
attack 5 Reload 1
damage 6 Piercing
Range: 120ft.
Knight of Anubis
Crossbow
ranged strike
attack 7 Reload 1
damage 4 Piercing
Range: 120ft.
Knight of Anubis
Crossbow
ranged strike
attack #2 5 Reload 1
damage 1 Piercing
Range: 120ft.
Knight of Anubis
Crossbow
ranged strike
attack #2 6 Reload 1
damage 4 Piercing
Range: 120ft.
Alyssa Snapdragon:
Alyssa Snapdragon
Sling
ranged strike
attack 5 Propulsive
damage 6 bludgeoning
Critical damage 12 bludgeoning
Range: 50 ft.
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 7
damage 5 piercing
Critical damage 20 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
Knight of Anubis
Flail
melee strike
attack 9 Disarm, Sweep, Trip
damage 5 Bludgeoning
Knight of Anubis
Flail
melee strike
attack #2 12 Disarm, Sweep, Trip
damage 9 Bludgeoning
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 26
damage 6 bludgeoning
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Gary Kreeefrog (Chris):
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 24
damage 6 slashing or piercing
Critical damage 8 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 26
damage 9 slashing or piercing
Critical damage 12 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Wilhelm [Sven]:
Sven Långkalsång
unarmed fist
melee strike
attack 9 Agile, finesse, nonlethal, unarmed
damage 5 bludgeoning
Critical damage 10 bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #2 20 Agile, finesse, nonlethal, unarmed
damage 5 bludgeoning
Critical damage 16 bludgeoning
Luka V. (GM):
rolling 1d20
(
9
)
=
9
rolling 1d20
(
13
)
=
13
rolling 1d20
(
20
)
=
20
Knight of Anubis
Crossbow
ranged strike
attack 12 Reload 1
damage 1 Piercing
Range: 120ft.
Alyssa Snapdragon:
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 15
damage 9 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Sling
ranged strike
attack #2 14 Propulsive
damage 1 bludgeoning
Critical damage 8 bludgeoning
Range: 50 ft.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
13
Wilhelm [Sven]:
Sven Långkalsång
unarmed fist
melee strike
attack 22 Agile, finesse, nonlethal, unarmed
damage 5 bludgeoning
Critical damage 16 bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #2 14 Agile, finesse, nonlethal, unarmed
damage 5 bludgeoning
Critical damage 10 bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #3 13 Agile, finesse, nonlethal, unarmed
damage 7 bludgeoning
Critical damage 10 bludgeoning
Alyssa Snapdragon:im starting to realize i should have gotten the forced mercy spell
Gary Kreeefrog (Chris):
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 6 bludgeoning
Critical damage 16 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Luka V. (GM):
Knight of Anubis
reflex
saving throw
18
Gary Kreeefrog (Chris):
Gary Kreeefrog (Chris)
Staff
melee strike
attack 22 Monk, two-hand d8
damage 4 bludgeoning
Critical damage 12 bludgeoning
Luka V. (GM):
Knight of Anubis
Crossbow
ranged strike
attack 18 Reload 1
damage 2 Piercing
Range: 120ft.
Knight of Anubis
Crossbow
ranged strike
attack #2 8 Reload 1
damage 2 Piercing
Range: 120ft.
2
Knight of Anubis
Crossbow
ranged strike
attack 7 Reload 1
damage 4 Piercing
Range: 120ft.
Knight of Anubis
Crossbow
ranged strike
attack #2 11 Reload 1
damage 5 Piercing
Range: 120ft.
Knight of Anubis
Crossbow
ranged strike
attack #3 9 Reload 1
damage 3 Piercing
Range: 120ft.
Alyssa Snapdragon:
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 27
Critical!
damage 8 piercing
Critical damage 18 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
22
Wilhelm [Sven]:
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Sven Långkalsång
Labor Lore
skill
10
Alyssa Snapdragon:
Alyssa Snapdragon
Legal Lore
skill
19
source: Hellspawn lineage
objection
Wilhelm [Sven] wave
Sven Långkalsång Looks like he is trying to figure out how heavy Alyssa is.
Chorus: Oh no
Alyssa Snapdragon "try it and i will hurt you"
Sven Långkalsång:
Sven Långkalsång
perception
8
Alyssa Snapdragon:
Alyssa Snapdragon
perception
22
Sven Långkalsång:
Sven Långkalsång
perception
12
Filip [Alexander]:
Alexander "Železni" Zelov
perception
7
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
24
Alyssa Snapdragon:
Alyssa Snapdragon
society
skill
19
Chris [Gary]:Think fast! And throw the horse to him?
(To Alyssa Snapdragon): should i hug him?
(From Alyssa Snapdragon): yes
Sven Långkalsång:
Sven Långkalsång
diplomacy
skill
2
Alyssa Snapdragon:this bitch
Luka V. (GM):This is some Loki level shit
Alyssa Snapdragon:i love how we all hate this guy
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
24
Alyssa Snapdragon:
Alyssa Snapdragon
deception
skill
23
Filip [Alexander]:awww
Alyssa Snapdragon:Bes Approves
Chris [Gary]:
Gary Kreeefrog (Chris)
thievery
skill
5
Gary Kreeefrog (Chris)
fortitude
saving throw
10
Gary Kreeefrog (Chris)
athletics
skill
3
Alyssa Snapdragon:oh lord
Chris [Gary]:
Gary Kreeefrog (Chris)
diplomacy
skill
8
Alyssa Snapdragon:
Alyssa Snapdragon
stealth
skill
15
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
8
Alexander "Železni" Zelov
athletics
skill
24
Chris [Gary]:
Gary Kreeefrog (Chris)
religion
skill
8
Gary Kreeefrog (Chris)
religion
skill
6
:(
Gary Kreeefrog (Chris)
nature
skill
19
Alyssa Snapdragon:Druidic order? or raccoon cult?
raccoon cult
Raccoon Cult
RACCOON CULT
Chris [Gary]:
Gary Kreeefrog (Chris)
Small Animals
language
Gary Kreeefrog (Chris)
diplomacy
skill
17
Alyssa Snapdragon:this poor woman
has been led astray
Chris [Gary]:I have been led astray
Alyssa Snapdragon:oh dear lord
oh no
whaT HAVEYOU DONE TO HERE
THIS POOR WOMAN
Chris [Gary]:What i have done
Alyssa Snapdragon:....
raccoon king?
Chris [Gary]:
Alyssa Snapdragon:evil raccoon overlord?
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
24
Alyssa Snapdragon:
Alyssa Snapdragon
fortitude
saving throw
22
Sven Långkalsång:
Sven Långkalsång
fortitude
saving throw
25
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
26
wow
Gary Kreeefrog (Chris)
Herbalism
skill
17
Alyssa Snapdragon:I WONDER WHO
Luka V. (GM):Ellana
8 points of healing
Wilhelm [Sven]:
Sven Långkalsång
Compass
stowed item
quantity: 1
price: 1 gp
A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).
I follow my STEADY ARROW
Ray (Alyssa):
Alyssa Snapdragon
Prestidigitation
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Wilhelm [Sven]:
Sven Långkalsång
Kite
stowed item
quantity: 1
price: 4 cp
This colorful canvas kite is controlled by twine and flies when it catches the wind.
Wilhelm [Sven] holds breath
Wilhelm [Sven]:
Sven Långkalsång
Ladder (10 ft)
stowed item
bulk: 3
quantity: 1
price: 3 cp
Sven Långkalsång
Chair
stowed item
bulk: 2
quantity: 1
price: 5 cp
Filip [Alexander]:
Alexander "Železni" Zelov
survival
skill
17
Wilhelm [Sven]:
Sven Långkalsång
Grappling Hook
stowed item
bulk: L
quantity: 2
price: 1 sp
Sven Långkalsång
Rope (50 ft)
stowed item
bulk: L
quantity: 3
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
Sven Långkalsång
Piton
stowed item
quantity: 3
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Sven Långkalsång
athletics
skill
13
Wilhelm [Sven]:
Sven Långkalsång
Frying Pan
stowed item
bulk: L
quantity: 1
price: 1 sp
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Sven Långkalsång
Ball
stowed item
bulk: L
quantity: 1
Hard-hide balls.
Sven Långkalsång
fortitude
saving throw
18
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
8
(To GM): I try to explain the basics of banking to the horses
(From Luka V. (GM)): You feel grumbling inside of you, but luckily you are on a break!
Wilhelm [Sven]:
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Wilhelm [Sven]:
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Wilhelm [Sven]:
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Wilhelm [Sven]:
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
17
Ray (Alyssa):
Alyssa Snapdragon
Alarm
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 10 minutes
traits: concentrate, manipulate
Range: touch
area: 20-foot burst
DURATION: 8 hours
heightened effects: Heightened (3rd) You can specify a trigger for which types of creatures sound the alarm spell, as described in Setting Triggers.
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell’s area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell’s DC or trigger the spell when moving into the area.
Wilhelm [Sven]:
Sven Långkalsång
Mug
stowed item
quantity: 1
price: 1 cp
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
15
Wilhelm [Sven]:
Sven Långkalsång
perception
23
Filip [Alexander]:
Alexander "Železni" Zelov
perception
19
Ray (Alyssa):
Alyssa Snapdragon
perception
11
Wilhelm [Sven]:
Sven Långkalsång
nature
skill
11
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 28
damage 7 bludgeoning
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Chris [Gary]:
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 4 bludgeoning
Critical damage 10 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC17
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Luka V. (GM):
rolling 1d20
(
4
)
=
4
rolling 1d20
(
16
)
=
16
rolling 1d20
(
4
)
=
4
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 17
damage 7 piercing
Critical damage 22 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
rolling 1d20
(
19
)
=
19
10
rolling 1d20
(
9
)
=
9
rolling 1d20
(
14
)
=
14
I'm so sorry Chris
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 11 Two-hand d12
damage 18 slashing
Critical damage 38 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 14 Two-hand d12
damage 22 slashing
Critical damage 32 slashing
Sven Långkalsång
nature
skill
9
Filip [Alexander]:Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
9
Alexander "Železni" Zelov
athletics
skill
20
Chris [Gary]:
(To GM)rolling 1d20
(
20
)
=
20
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Luka V. (GM):
rolling 1d20
(
3
)
=
3
rolling 1d20
(
9
)
=
9
rolling 1d20
(
1
)
=
1
rolling 1d20
(
15
)
=
15
4
rolling 1d20
(
18
)
=
18
Luka V. (GM):6
rolling 1d20
(
18
)
=
18
5
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
11
Sven Långkalsång
athletics
skill
17
Sven Långkalsång
athletics
skill
13
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 10
damage 8 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 21
damage 9 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
3
)
=
3
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 20
damage 6 piercing
Critical damage 20 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
medicine
skill
17
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
26
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
20
Ray (Alyssa):
rolling 2d8
(
3
+
8
)
=
11
Filip [Alexander]:
Alexander "Železni" Zelov
survival
skill
23
Ray (Alyssa):
Alyssa Snapdragon
society
skill
13
Luka V. (GM):But that would lead to, uh, you being ambushed
Just a note
Ray (Alyssa):
Alyssa Snapdragon
Illusory Disguise
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, illusion, manipulate, visual
Range: 30 feet
TARGET: 1 willing creature
area: 1 hour
heightened effects: Heightened (3rd) The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Wilhelm [Sven]:
Sven Långkalsång
nature
skill
17
Sven Långkalsång
Frying Pan
stowed item
bulk: L
quantity: 1
price: 1 sp
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
24
Filip [Alexander]:
Alexander "Železni" Zelov
deception
skill
12
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
24
Alyssa Snapdragon
perception
18
Chris [Gary]:
Gary Kreeefrog (Chris)
stealth
skill
10
Filip [Alexander]:
Alexander "Železni" Zelov
stealth
skill
25
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
24
Wilhelm [Sven]:
Sven Långkalsång
stealth
skill
18
Filip [Alexander]:
Alexander "Železni" Zelov
perception
16
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
22
Chris [Gary]:
Gary Kreeefrog (Chris)
athletics
skill
3
Gary Kreeefrog (Chris)
athletics
skill
20
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
11
Alexander "Železni" Zelov
athletics
skill
26
Luka V. (GM):
Gnoll Cultist
dexterity
ability
7
Filip [Alexander]:
Alexander "Železni" Zelov
intimidation
skill
14
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 15
damage 7 piercing
Critical damage 16 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 24
damage 10 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gnoll Cultist
Spiritual Weapon (Legacy)
spell level
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
Ray (Alyssa):dildo sword
Luka V. (GM):
Gnoll Cultist
Spiritual Falchion
melee strike
attack 26 Forceful, sweep
damage 3
Gnoll Cultist
Spiritual Falchion
melee strike
Critical damage 0
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 8 Two-hand d12
damage 19 slashing
Critical damage 22 slashing
Ray (Alyssa):"I wanna do some damage!" rolls nat 1
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
12
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 12
damage 8 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
Gnoll Hunter
Battle Axe
melee strike
attack 18 Sweep
damage 10 Slashing
additional damage 1d4
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
attack 28 Sweep
Critical!
damage 4 Slashing
additional damage 1d4
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
attack #2 23 Sweep
Critical!
damage 8 Slashing
additional damage 1d4
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
Critical damage 14
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Gnoll Hunter
Battle Axe
melee strike
Critical damage 6
Pack Attack: A gnoll hunter deals 1d4 extra damage to any creature that’s within reach of at least two of the gnoll hunter’s allies, or if the target is flanked by at least one of the gnoll hunter's allies.
Chris [Gary]:
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 10
damage 7 slashing or piercing
Critical damage 20 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 24
damage 2 slashing or piercing
Critical damage 12 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
12
Alexander "Železni" Zelov
athletics
skill
19
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 25
damage 6 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
acrobatics
skill
8
Luka V. (GM):13
The deadly anger, the silent one
Like a fart
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 26 Two-hand d12
damage 11 slashing
Critical damage 24 slashing
Luka V. (GM):
Gnoll Cultist
Spiritual Falchion
melee strike
attack 10 Forceful, sweep
damage 1
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 17
damage 8 piercing
Critical damage 16 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
theme music was not a wise choice for a spell apparently
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
7
)
=
7
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
8
Alexander "Železni" Zelov
athletics
skill
19
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #3 9 Agile, finesse, nonlethal, unarmed
damage 5 bludgeoning
Critical damage 16 bludgeoning
Wilhelm [Sven]:
Sven Långkalsång
acrobatics
skill
20
Luka V. (GM):And my encounter balance is bad btw
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 18
damage 7
Critical damage 20
Luka V. (GM):
Gnoll Cultist
Spiritual Falchion
melee strike
attack 11 Forceful, sweep
damage 9
Gnoll Cultist
Harm
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
damage 4 void
action: 1 to 3 actions
traits: manipulate, void
Range: varies
TARGET: 1 living creature or 1 willing undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing an undead creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
basic saving throw fortitude DC 18
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
27
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
11
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 22
damage 4 piercing
Critical damage 10 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):Self-inflicted damage: 29
btw
This combat
Chris [Gary]:
Gary Kreeefrog (Chris)
acrobatics
skill
11
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 13
damage 9 slashing or piercing
Critical damage 16 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 21
damage 9 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
6
)
=
6
Filip [Alexander]:I tear the head off the gnoll
Luka V. (GM):okay
Filip [Alexander]:
Alexander "Železni" Zelov
religion
skill
21
Luka V. (GM):
Gnoll Cultist
Items
item
Falchion, Hide armor, Wooden religious symbol of Chernobog, Potion of Healing (Minor)
Gnoll Hunter
Items
item
Battle axe, leather armour, shortbow (20 arrows), 1 minor healing potion, Cheetah's elixir (lesser)
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
25
Filip [Alexander]:
Alexander "Železni" Zelov
survival
skill
11
Luka V. (GM):Do I need to plan out a "tactics" lession for your next downtime?
Ray (Alyssa):"you guys just got really unlucky" Yeah no shit
is tess dead on a pike? please let him be dead
Chris [Gary]:
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Wilhelm [Sven] dips ball in mud
Luka V. (GM):
rolling 1d20
(
18
)
=
18
Filip [Alexander]:I'm pulling th emost bored face I can
I'll return the horses while he's bitching and moaning
Ray (Alyssa):Lasagne
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 20
damage 14
Critical damage 24
Filip [Alexander]:
Alexander "Železni" Zelov
intimidation
skill
21
Alexander "Železni" Zelov
perception
12
Wilhelm [Sven] picks up the ball
Sven Långkalsång:
Sven Långkalsång
Throw shit
ranged strike
attack 19
damage 12
Critical damage 28
Filip [Alexander]:
Alexander "Železni" Zelov
skill feats
single actiontwo-actionthree-actionfree actionreaction*
Alexander "Železni" Zelov
skill feats
single actiontwo-actionthree-actionfree actionreaction*
Alexander "Železni" Zelov
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
Alexander "Železni" Zelov
Stunning Fist
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Wilhelm [Sven]:
Sven Långkalsång
Titan Mauler
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
You can use a weapon built for a Large creature if you are Small or Medium (both normally and when raging). If you're not Small or Medium, you can use a weapon built for a creature one size larger than you. You gain access to this larger weapon, which can be of any weapon type otherwise available at character creation. It has the normal Price and Bulk for a weapon of its size. When wielding such a weapon in combat, increase your additional damage from Rage from 2 to 6, but you have the clumsy 1 condition because of the weapon's unwieldy size. You can't remove this clumsy condition or ignore its penalties by any means while wielding the weapon.
Ray (Alyssa):
Alyssa Snapdragon
Intimidating Glare
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Luka V. (GM):Ellana
Wilhelm [Sven]:
Sven Långkalsång
Hyena Ears
stowed item
quantity: 12
Ray (Alyssa):gaaayyyy
Chris [Gary]:I'll check in with Amaya sometime after the bath
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
2
Alexander "Železni" Zelov
performance
skill
16
Wilhelm [Sven]:
Sven Långkalsång
Kite
stowed item
quantity: 1
price: 4 cp
This colorful canvas kite is controlled by twine and flies when it catches the wind.
Sven Långkalsång
Chalk
stowed item
quantity: 10
price: 1 cp
Sven Långkalsång
Whistle
stowed item
quantity: 1
price: 8 cp
When sounded, a signal whistle can be heard clearly up to half a mile away across open terrain.
Sven Långkalsång
charisma
ability
12
Sven Långkalsång
performance
skill
12
Ray (Alyssa):OH YEAH we forgot about the evil god amulet
huh
Wilhelm [Sven]:
Sven Långkalsång
Wooden religious symbol of Chernobog
stowed item
quantity: 1
Luka V. (GM):Yes you did
Ray (Alyssa):what can i say im oddly blinded by my hatred of tess i forget things
Luka V. (GM):Understandable
Wilhelm [Sven]:Should be called "The order of the Pheonix"
Cus we gonna have to rebuild
Luka V. (GM):lmao
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
26
Chris [Gary]:
Gary Kreeefrog (Chris)
diplomacy
skill
8
rolling 1d12
(
2
)
=
2
(To GM): how hard would it be to recruit Tarvis to the Besti club ? :)
(From Luka V. (GM)): Hm.... doable
Filip [Alexander]:
Alexander "Železni" Zelov
worn item
quantity: 1
(To GM): Considering her reaction to disguises, the whole power from chaos might be intriguing for her
(From Luka V. (GM)): Yep, that's why I said doable :) Give it a shot
(To GM): i will, when the vacation is over :)
Ray (Alyssa):
rolling 1d20
(
16
)
=
16
Chris [Gary]:
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
24
Luka V. (GM):You manage to do push ups on the grease
Filip [Alexander]:Drive the blood away
from the "special" area
Altho he is now oily doing pushups on the floor
A nice sheen
Chris [Gary]:Go team Bes!
Filip [Alexander]:Distraction?
Wilhelm [Sven]:
Sven Långkalsång
Ball
stowed item
bulk: L
quantity: 1
Hard-hide balls.
Ray (Alyssa):sven your daddy issues are showing
Alyssa Snapdragon
perception
9
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
21
Filip [Alexander]:
Alexander "Železni" Zelov
perception
12
Wilhelm [Sven]:
Sven Långkalsång
perception
16
Sven Långkalsång
Ball
stowed item
bulk: L
quantity: 1
Hard-hide balls.
Sven Långkalsång
athletics
skill
12
(To GM): i'll ask Amaya for some of those drugs for future mischeif
(From Luka V. (GM)): She gives you a small vial, enough for another batch of cookies. They last an hour.
Wilhelm [Sven]:
Sven Långkalsång
perception
8
Luka V. (GM):22
12
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
25
Ray (Alyssa):ah family, hitting eachother with assorted objects
Chris [Gary]:sounds correct
Filip [Alexander]:"The Rubber Hammer of Suprise" - 2d12 non-lethal lesson damage
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
27
rolling 4d8
(
2
+
3
+
7
+
5
)
=
17
(To Ray (Alyssa)): have her as a forward scout?
(From Ray (Alyssa)): yeah she isnt trained that well xD shes a pretty spy who has make up skills so far as i know lol
Filip [Alexander]:
rolling 1d100
(
66
)
=
66
Ray (Alyssa):training his kissing skills
oh
ohhhhhhhhhhh no
rip
Luka V. (GM):
rolling 1d12
(
8
)
=
8
Filip [Alexander]:
rolling 1d12
(
9
)
=
9
Wilhelm [Sven]:
rolling d20
(
14
)
=
14
Ray (Alyssa):
Alyssa Snapdragon
initiative
deception
27
Filip [Alexander]:
Alexander "Železni" Zelov
stealth
skill
9
Alexander "Železni" Zelov
initiative
perception
25
Alexander "Železni" Zelov
initiative
stealth
26
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
deception
12
Wilhelm [Sven]:
Sven Långkalsång
initiative
stealth
6
Luka V. (GM):
BoA Bandit
initiative
perception
14
BoA Raid Leader
initiative
stealth
15
Ray (Alyssa):
Alyssa Snapdragon
Intimidating Glare
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Alyssa Snapdragon
intimidation
skill
22
Alyssa Snapdragon
Void Warp
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 5 void
Critical damage 8 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC14
Luka V. (GM):
BoA Bandit
fortitude
saving throw
25
Wilhelm [Sven]:
Sven Långkalsång
Bashing Charge
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Filip [Alexander]:
Alexander "Železni" Zelov
thievery
skill
15
Luka V. (GM):
Alexander "Železni" Zelov
Stunning Fist
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 21
damage 7 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 21
damage 5 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
BoA Bandit
fortitude
saving throw
20
BoA Raid Leader
Alchemist's fire
ranged strike
attack 25 Alchemical Bomb, Consumable, Fire, Splash
damage 2 fire
additional damage 1 persistent fire, 1 slash fire damage
Range: 10ft.
Ray (Alyssa):
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Luka V. (GM):
BoA Raid Leader
stealth
skill
12
BoA Bandit
Sickle
melee strike
attack 11 Agile, finesse, trip
damage 2 slashing
Critical damage 4
BoA Bandit
Sickle
melee strike
attack 16 Agile, finesse, trip
damage 4 slashing
Critical damage 8
BoA Bandit
Sickle
melee strike
attack #2 16 Agile, finesse, trip
damage 2 slashing
Critical damage 4
BoA Bandit
Sickle
melee strike
attack #2 20 Agile, finesse, trip
damage 3 slashing
Critical damage 2
BoA Bandit
Sickle
melee strike
attack 24 Agile, finesse, trip
damage 2 slashing
Critical damage 8
Luka V. (GM):
BoA Bandit
Sickle
melee strike
attack #2 21 Agile, finesse, trip
damage 1 slashing
Critical damage 4
BoA Bandit
Sickle
melee strike
attack 17 Agile, finesse, trip
damage 2 slashing
Critical damage 4
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Toss me !
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 12 Two-hand d12
damage 18 slashing
Critical damage 26 slashing
Chris [Gary]:
rolling 1d20
(
9
)
=
9
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 11
damage 7 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 18
damage 7 piercing
Critical damage 12 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
intimidation
skill
13
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 15
damage 9 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 16
damage 7 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):+8 = 4 from your level and proficiency, +4 from strength
There you go Will
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
8
Luka V. (GM):
BoA Raid Leader
Alchemist's fire
ranged strike
attack 13 Alchemical Bomb, Consumable, Fire, Splash
damage 2 fire
additional damage 1 persistent fire, 1 slash fire damage
Range: 10ft.
BoA Bandit
Sickle
melee strike
attack 27 Agile, finesse, trip
Critical!
damage 1 slashing
Critical damage 8
BoA Bandit
Sickle
melee strike
attack 26 Agile, finesse, trip
damage 1 slashing
Critical damage 2
BoA Bandit
Sickle
melee strike
attack #2 13 Agile, finesse, trip
damage 4 slashing
Critical damage 6
BoA Bandit
Sickle
melee strike
attack #2 14 Agile, finesse, trip
damage 2 slashing
Critical damage 4
BoA Bandit
athletics
skill
13
Luka V. (GM):
BoA Bandit
Sickle
melee strike
attack 25 Agile, finesse, trip
damage 1 slashing
Critical damage 8
BoA Bandit
Sickle
melee strike
attack 8 Agile, finesse, trip
damage 2 slashing
Critical damage 4
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 29
Critical!
damage 9
Critical damage 26
rolling 1d20
(
17
)
=
17
Luka V. (GM):15
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 25 Two-hand d12
damage 18 slashing
Critical damage 32 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 25 Two-hand d12
damage 22 slashing
Critical damage 44 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 11 Two-hand d12
damage 21 slashing
Critical damage 30 slashing
Luka V. (GM):3
BoA Bandit
reflex
saving throw
16
Ray (Alyssa):
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 3 mental
Critical damage 12 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
Luka V. (GM):
BoA Bandit
will
saving throw
5
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
14
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 22
damage 5 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 21
damage 8 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 6
damage 8 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
BoA Bandit
acrobatics
skill
24
BoA Bandit
Sickle
melee strike
attack 12 Agile, finesse, trip
damage 1 slashing
Critical damage 8
BoA Bandit
Sickle
melee strike
attack #2 11 Agile, finesse, trip
damage 3 slashing
Critical damage 8
BoA Bandit
Sickle
melee strike
attack 20 Agile, finesse, trip
damage 3 slashing
Critical damage 2
BoA Bandit
Sickle
melee strike
attack #2 11 Agile, finesse, trip
damage 2 slashing
Critical damage 2
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 16
damage 8
Critical damage 16
Gary Kreeefrog (Chris)
thievery
skill
7
Wilhelm [Sven]:
Sven Långkalsång
perception
10
Sven Långkalsång
Waterskin
stowed item
bulk: L
quantity: 1
price: 5 cp
When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.
Sven Långkalsång
thievery
skill
10
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Luka V. (GM):
rolling 1d20
(
4
)
=
4
Ray (Alyssa):
Alyssa Snapdragon
thievery
skill
20
Luka V. (GM):2
Ray (Alyssa):
Alyssa Snapdragon
Eat Fire
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 15
damage 8 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
intimidation
skill
17
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 16
damage 7 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 21
Critical!
damage 5 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):5
6
Chris [Gary]:
rolling 1d20
(
11
)
=
11
rolling 1d20
(
18
)
=
18
rolling 1d20
(
18
)
=
18
brb 1 sec
Luka V. (GM):7
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
22
Sven Långkalsång
athletics
skill
16
Sven Långkalsång
athletics
skill
19
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
20
Alyssa Snapdragon
acrobatics
skill
7
Alyssa Snapdragon
acrobatics
skill
7
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
12
Alexander "Železni" Zelov
perception
9
Chris [Gary]:
Gary Kreeefrog (Chris)
thievery
skill
16
Gary Kreeefrog (Chris)
perception
28
DuCaine fire extinguisher ?
Wilhelm [Sven]:
Sven Långkalsång
Bashing Charge
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
15
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
18
Luka V. (GM):3
Ray (Alyssa):
Alyssa Snapdragon
Eat Fire
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Alyssa Snapdragon
thievery
skill
21
Chris [Gary]:Alyssa Antidragon
Gary Kreeefrog (Chris)
survival
skill
15
Gary Kreeefrog (Chris)
survival
skill
9
Wilhelm [Sven]:
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Sven Långkalsång
thievery
skill
5
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 27 Two-hand d12
damage 22 slashing
Critical damage 34 slashing
Sven Långkalsång
athletics
skill
23
Ray (Alyssa):
Alyssa Snapdragon
perception
13
Alyssa Snapdragon
diplomacy
skill
19
Wilhelm [Sven]:dude bro literary diet: Peterson, Tate and WH40k
Ray (Alyssa):Lol
Filip [Alexander]:Yes
Funny think I've read Peterson haha
Luka V. (GM):
Shadow Beast
Jaws
melee strike
attack 13 Agile
damage 11 Piercing
Shadow Assault
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Not a crit!
Luka V. (GM):
Shadow Beast
stealth
skill
15
Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands.
Racoon calrification
clarification*
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
19
Filip [Alexander]:2 points of healing
Luka V. (GM):
Shadow Beast
Jaws
melee strike
attack 21 Agile
damage 9 Piercing
Shadow Assault
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 12
damage 10
Critical damage 30
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
22
Luka V. (GM):
rolling 1d20
(
5
)
=
5
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 5 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
23
Luka V. (GM):
Shadow Beast
athletics
skill
13
Shadow Beast
Jaws
melee strike
attack #2 20 Agile
damage 5 Piercing
Shadow Assault
Shadow Beast
Shadow Assault
offensive or proactive abilities
A creature bitten by a shadow beast must suceed on a DC 18 Will saving throw or become infested with darkened thoughts.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Filip [Alexander]:
Alexander "Železni" Zelov
will
saving throw
19
Alexander "Železni" Zelov
Sickened
conditions - Value: 1
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
Luka V. (GM):
Shadow Beast
athletics
skill
21
Chris [Gary]:
Gary Kreeefrog (Chris)
nature
skill
12
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack 19 Agile, finesse, nonlethal, unarmed
damage 4 bludgeoning
Critical damage 6 bludgeoning
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 14
damage 10
Critical damage 14
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword
melee strike
attack 12 Two-hand d12
damage 11 slashing
Critical damage 28 slashing
Sven Långkalsång
Bastard Sword
melee strike
attack #2 14 Two-hand d12
damage 18 slashing
Critical damage 26 slashing
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1st
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
Bardic Lore
skill
14
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 6 mental
Critical damage 2 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
Luka V. (GM):
Shadow Beast
will
saving throw
15
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 18
damage 6 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 12
damage 7 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Luka V. (GM):
Shadow Beast
fortitude
saving throw
23
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 2
damage 11 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Luka V. (GM):
Shadow Beast
Jaws
melee strike
attack 12 Agile
damage 9 Piercing
Shadow Assault
Chris [Gary]:
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack 26 Agile, finesse, nonlethal, unarmed
Critical!
damage 5 bludgeoning
Critical damage 6 bludgeoning
Wilhelm [Sven]:
Sven Långkalsång
Healing Potion
stowed item
bulk: L
quantity: 1
Chris [Gary]:Did you turn on light for me ?
Luka V. (GM):Now I did
Sorry
Chris [Gary]:np
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
10
Sven Långkalsång
Throw shit
ranged strike
damage 11
Critical damage 22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Filip [Alexander]:
Alexander "Železni" Zelov
Quick Jump
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Alexander "Železni" Zelov
athletics
skill
13
Alexander "Železni" Zelov
athletics
skill
16
We're sooo bad at this
Luka V. (GM):
Shadow Beast
stealth
skill
24
Shadow Beast
Jaws
melee strike
attack 28 Agile
damage 7 Piercing
Shadow Assault
Shadow Beast
Jaws
melee strike
Critical damage 10
Shadow Assault
Filip [Alexander]:NOT AGAIN
DARKNESS HASE TAKEN ME ONCE MORE
Chris [Gary]:
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack 22 Agile, finesse, nonlethal, unarmed
damage 5 bludgeoning
Critical damage 10 bludgeoning
Luka V. (GM):Why do we fall, master Wayne?
Filip [Alexander]:This can't be good for my cognitive functions
Ray (Alyssa):Yeah probably not
Luka V. (GM):What cognitive functions?
Ray (Alyssa):Lol
Luka V. (GM)::)
Filip [Alexander]:I have smarts
Shut up!
Ray (Alyssa):Do you though?
do y o u ?
Filip [Alexander]:Brain do things
Take punches mostly
Ray (Alyssa):Maybe we should get you to the doctor sometime
Filip [Alexander]:Probably
Ray (Alyssa):sucks our doctor is a raccoon.
Filip [Alexander]:Sucks we suck
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 14 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
18
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 17
damage 12 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
16
Luka V. (GM):
Shadow Beast
Jaws
melee strike
attack 13 Agile
damage 11 Piercing
Shadow Assault
Shadow Beast
Claws
melee strike
attack #2 21
damage 10 Slashing
Ray (Alyssa):KILL IT GARY get us that sweet sweet money
...
and save alexander
Chris [Gary]:
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack 19 Agile, finesse, nonlethal, unarmed
damage 3 bludgeoning
Critical damage 8 bludgeoning
Gary Kreeefrog (Chris)
unarmed fist
melee strike
attack #2 16 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Critical damage 6 bludgeoning
Wilhelm [Sven]:
Sven Långkalsång
unarmed fist
melee strike
attack 10 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Critical damage 14 bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #2 24 Agile, finesse, nonlethal, unarmed
Critical!
damage 6 bludgeoning
Critical damage 10 bludgeoning
Luka V. (GM):
BoA Raid Leader
Items
item
Sickle, studded leather armor
Filip [Alexander]:"Thank you Amaya"
Luka V. (GM):
BoA Raid Leader
Wand of Burning Hands
item
BoA Raid Leader
Alchemist's Fire x12
item
x10
Wilhelm [Sven]:
Sven Långkalsång
perception
24
Filip [Alexander]:20 more shadow beasts
Ray (Alyssa):omg i love this dragon born so much
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
15
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
26
Ray (Alyssa):f u c k y o u
Wilhelm [Sven]:
Sven Långkalsång
Encumbered
conditions
You are carrying more weight than you can manage. While you’re encumbered, you’re clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this can’t reduce your Speed below 5 feet.
Ray (Alyssa):alcoholics~
Wilhelm [Sven]:
Sven Långkalsång
Mug
stowed item
quantity: 1
price: 1 cp
brb
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
21
Wilhelm [Sven]:im back!
Sven Långkalsång
performance
skill
8
Ray (Alyssa):nothing like karaoke to get over thoughts about mass murder!
Chris [Gary]::(
Ray (Alyssa):just wait were gonna find out you blew up the moon or some shit
Chris [Gary]:Maybe its a full moon and i transform into a wereraccoon
Ray (Alyssa):i mean that would be fun
Filip [Alexander]:Waterboarding wohoo
No prisoner of war rules here baby
Luka V. (GM):3 taps, a minute of pause, 3 more taps
400m east of the western edge of the city
Ray (Alyssa):our moral code doesnt make sense
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
17
Ray (Alyssa):but tortureis okay? Property damage bad, but torture is fine?
you gonna give him your mark?
You gonna Zorro this bitch?
and this is okay?
... WHAT IS THIS
Alyssa did not sign up to be justice
Ray (Alyssa):BUT PROPERTY DAMAGE IS THE LINE!?
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
9
Gary Kreeefrog (Chris)
medicine
skill
18
Ray (Alyssa):did he get laid?
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
20
Ray (Alyssa):Hannah speaks crazy person
Luka V. (GM):I love Sven so much
Chris [Gary]:
Gary Kreeefrog (Chris)
will
saving throw
12
Luka V. (GM):250xp
Wilhelm [Sven]:
Sven Långkalsång
medicine
skill
18
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
10
Alexander "Železni" Zelov
fortitude
saving throw
19
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
22
Filip [Alexander]:note to self: -Sclavo is one horny boy...keep him away from sexy enemies
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
13
Alyssa Snapdragon
deception
skill
16
Alyssa Snapdragon
society
skill
9
Alyssa Snapdragon
society
skill
10
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
14
Ray (Alyssa):
Alyssa Snapdragon
society
skill
17
(To GM): can i try to onagi them ?
Ray (Alyssa):
Alyssa Snapdragon
perception
23
Wilhelm [Sven]:
Sven Långkalsång
perception
24
(To GM):
Gary Kreeefrog (Chris)
stealth
skill
9
Chris [Gary]:
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Ray (Alyssa):
Alyssa Snapdragon
athletics
skill
3
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
9
Chris [Gary]:
Gary Kreeefrog (Chris)
athletics
skill
14
Filip [Alexander]:His wrist...that's what I'll break
Chris [Gary]:
rolling 1d20
(
12
)
=
12
Filip [Alexander]:
Alexander "Železni" Zelov
stowed item
quantity: 1
price: 1 gp
Ray (Alyssa):
Alyssa Snapdragon
perception
20
Wilhelm [Sven]:
Sven Långkalsång
perception
27
Filip [Alexander]:
Alexander "Železni" Zelov
perception
25
Alexander "Železni" Zelov
stealth
skill
19
Chris [Gary]:
Gary Kreeefrog (Chris)
stealth
skill
16
Luka V. (GM):stop there alex
Filip [Alexander]:(.)(.)
kill him
Insults Alyssa - to the book of grudges you go
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
20
Alyssa Snapdragon
Charming Liar
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Deception
Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve.
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
13
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
11
Chris [Gary]:
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
20
Chris [Gary]:
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Wilhelm [Sven]:
Sven Långkalsång
perception
15
Luka V. (GM):
BoA Bandit Archer
initiative
perception
6
BoA Bandit
initiative
perception
9
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
15
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 22
damage 7 piercing
Critical damage 16 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
BoA Bandit
dexterity
ability
8
BoA Bandit
dexterity
ability
18
BoA Bandit
dexterity
ability
18
Chris [Gary]:
rolling 1d8
(
4
)
=
4
Luka V. (GM):
Hannah D
initiative
perception
17
Filip [Alexander]:GO TIME
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Void Warp
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 5 void
Critical damage 8 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Luka V. (GM):
BoA Bandit
fortitude
saving throw
6
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 23
damage 9 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 26
Critical!
damage 9 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):I think luka is gonna win the bet now;;
Luka V. (GM):
Hannah D
Dagger
melee strike
attack 12 finesse, thrown 10ft., versatile S
damage 8 Piercing
Critical damage 16
additional damage 4 sneak attack
Hannah D
Dagger
melee strike
attack #2 25 finesse, thrown 10ft., versatile S
Critical!
damage 8 Piercing
Critical damage 10
additional damage 3 sneak attack
Hannah D
Dagger
melee strike
attack #3 11 finesse, thrown 10ft., versatile S
damage 8 Piercing
Critical damage 16
additional damage 5 sneak attack
Filip [Alexander]:Thank you Roll20 gods on the good rolls
Chris [Gary]:
rolling 1d20
(
16
)
=
16
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (7)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
15
rolling 1d8
(
8
)
=
8
Sven Långkalsång
athletics
skill
9
Luka V. (GM):
BoA Bandit
Sickle
melee strike
attack 18 Agile, finesse, trip
damage 1 slashing
Critical damage 2
BoA Bandit
Coordinated attack
automatic and reactive abilities
trigger :: An ally flanking an enemy
A bastard of Avernus gets a +3 bonus to flanking instead of 2.
BoA Bandit
Sickle
melee strike
attack 26 Agile, finesse, trip
damage 2 slashing
Critical damage 6
BoA Bandit
Sickle
melee strike
attack 11 Agile, finesse, trip
damage 3 slashing
Critical damage 4
BoA Bandit
Sickle
melee strike
attack 20 Agile, finesse, trip
damage 2 slashing
Critical damage 2
BoA Bandit Archer
stealth
skill
28
Luka V. (GM):
BoA Bandit Archer
Shortbow
ranged strike
attack 26 Deadly d10
damage 4 Piercing
Critical damage 6
additional damage 5 sneak attack
Range: 60ft.
Bandit archer deals an additional 1d10 piercing damage on a critical hit (deadly trait on shortbow)..
BoA Bandit Archer
Shortbow
ranged strike
attack #2 4 Deadly d10
damage 6 Piercing
Critical damage 2
additional damage 6 sneak attack
Range: 60ft.
Bandit archer deals an additional 1d10 piercing damage on a critical hit (deadly trait on shortbow)..
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Void Warp
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 7 void
Critical damage 8 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Luka V. (GM):
BoA Bandit
fortitude
saving throw
25
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 17
damage 10 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 19
damage 6 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Hannah D
Dagger
melee strike
attack 19 finesse, thrown 10ft., versatile S
damage 5 Piercing
Critical damage 16
additional damage 6 sneak attack
Hannah D
Dagger
melee strike
attack #2 23 finesse, thrown 10ft., versatile S
damage 5 Piercing
Critical damage 14
additional damage 4 sneak attack
Filip [Alexander]:Hannah ruthless damn
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 13
damage 8
Critical damage 14
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 18
damage 9
Critical damage 24
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 5
damage 12
Critical damage 14
Wilhelm [Sven]:
Sven Långkalsång
diplomacy
skill
19
Luka V. (GM):
BoA Bandit Archer
stealth
skill
17
BoA Bandit Archer
Sickle
melee strike
attack 12 Agile, finesse, trip
damage 6 slashing
Critical damage 14
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
18
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 21
damage 5 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 3
damage 11 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 19
damage 9 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 20
damage 10
Critical damage 20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 16
damage 6
Critical damage 28
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
13
Filip [Alexander]:lo legs= no alert
Luka V. (GM):
BoA Bandit Archer
acrobatics
skill
12
BoA Bandit Archer
acrobatics
skill
20
Chris [Gary]:"Stealth mission"
Filip [Alexander]:
Alexander "Železni" Zelov
thievery
skill
5
Wilhelm [Sven]:
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Sven Långkalsång
Piton
stowed item
quantity: 3
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Torch
stowed item
bulk: L
quantity: 5
price: 1 cp
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
Filip [Alexander]:Nice combat...HIGH FIVE!
Wilhelm [Sven]:
Sven Långkalsång
Labor Lore
skill
10
Filip [Alexander]:
Alexander "Železni" Zelov
religion
skill
14
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
27
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Wilhelm [Sven] stroke
Wilhelm [Sven] stroke
Wilhelm [Sven] stroke
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
23
Filip [Alexander]:
rolling 1d8
(
6
)
=
6
Luka V. (GM):6 minor healing potions
Filip [Alexander]:ill take one
Luka V. (GM):23gp, 1720sp, a clearly cut diamond worth 50gp
11gp, 540sp
cold iron sickle
BoA Bandit Archer
Items
item
Cold iron sickle, ironhide studded leather armor, shortbow, x20 cold iron arrows
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
27
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
19
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
7
Alexander "Železni" Zelov
perception
12
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
14
Luka V. (GM):Renny will start a trading post with the money he looted from the people he killed
300xp
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
14
rolling 2d8
(
4
+
6
)
=
10
Ray (Alyssa):Bes Bandais
Wilhelm [Sven]:
Sven Långkalsång
Chalk
stowed item
quantity: 10
price: 1 cp
Sven Långkalsång
Chair
stowed item
bulk: 2
quantity: 1
price: 5 cp
Sven Långkalsång
Piton
stowed item
quantity: 3
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
Ray (Alyssa):
Alyssa Snapdragon
Writing Set
stowed item
bulk: L
quantity: 1
price: 1 gp
SUBCATEGORY: Adventuring Gear
HANDS: 2
A writing set includes a variety of paper and parchment, an inkpen or a quill with ink, sealing wax, and a simple seal. You can refill your kit with extra ink and paper.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
18
Alexander "Železni" Zelov
acrobatics
skill
20
Wilhelm [Sven]:
Sven Långkalsång
Mug
stowed item
quantity: 1
price: 1 cp
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
14
Alexander "Železni" Zelov
athletics
skill
25
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 27
damage 6 piercing
Critical damage 22 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
7
Alexander "Železni" Zelov
athletics
skill
10
Ray (Alyssa):maybe smother her with a pillow
Filip [Alexander]:not yet
Ray (Alyssa):aawwww :(
Chris [Gary]:
Gary Kreeefrog (Chris)
crafting
skill
6
shit drawing
Luka V. (GM):A chaotically shit drawing
Filip [Alexander]:
Alexander "Železni" Zelov
stealth
skill
27
Chris [Gary]:
Gary Kreeefrog (Chris)
stealth
skill
9
Ray (Alyssa):
Alyssa Snapdragon
perception
22
Alyssa Snapdragon
nature
skill
18
Luka V. (GM):Ingredients for:
x10 healing potion
x5 alchemist's fire
Ray (Alyssa):
Alyssa Snapdragon
stealth
skill
12
Note always take a safety rope
Chris [Gary]:
Gary Kreeefrog (Chris)
Untamed Form
focus spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: uncommon, concentrate, druid, focus, manipulate, polymorph
DURATION: varies
heightened effects: Heightened (2nd) You can transform into shapes listed in animal form.
You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell.

When you transform into a shape granted by a spell, you gain all the effects of the shape you chose from a version of the spell heightened to untamed form’s rank.Untamed form allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form’s default attack modifier, you gain a +2 status bonus to your attack rolls.
From: Untamed Form
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
25
Alexander "Železni" Zelov
perception
15
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
14
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
14
Filip [Alexander]:Come at me
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
13
Luka V. (GM):
Barbara, the Mistress
initiative
stealth
24
Filip [Alexander]:gay
Luka V. (GM):
Barbara, the Mistress
Ray of Enfeeblement (Legacy)
spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
26
Luka V. (GM):
Barbara, the Mistress
Phantom Pain
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
damage 6 mental
Critical damage 8 mental
additional damage 3 persistent mental
action: 2-action
traits: concentrate, illusion, manipulate, mental, nonlethal
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage with a Will save.
saving throw will DC 20
critical success: The target is unaffected.
success: The target takes full initial damage but no persistent damage, and the spell ends immediately.
failure: The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
critical failure: As failure, but the target is sickened 2.
Chris [Gary]:
Gary Kreeefrog (Chris)
will
saving throw
14
Filip [Alexander]:
Alexander "Železni" Zelov
dexterity
ability
16
Ray (Alyssa):
Alyssa Snapdragon
Alchemist's Fire
stowed item
bulk: L
quantity: 2
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Chris [Gary]:
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (4)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Gary Kreeefrog (Chris)
Enfeebled
conditions - Value: 1
You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Gary Kreeefrog (Chris)
Sickened
conditions - Value: 1
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
rolling 1d8
(
4
)
=
4
Luka V. (GM):
Barbara, the Mistress
reflex
saving throw
26
+2 status bonus to all saves vs. disease and poison
Hannah D
initiative
perception
27
Chris [Gary]:
rolling 1d20
(
8
)
=
8
Luka V. (GM):2
Ray (Alyssa):
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 4 mental
Critical damage 10 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
Luka V. (GM):
Barbara, the Mistress
will
saving throw
27
+2 status bonus to all saves vs. disease and poison
Hannah D
Shortbow
ranged strike
attack 21
damage 5
Critical damage 2
Filip [Alexander]:Oh go home Barbara
Ray (Alyssa):Fucking Barbara
Luka V. (GM):
Barbara, the Mistress
Ray of Enfeeblement (Legacy)
spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
14
Luka V. (GM):
Barbara, the Mistress
Telekinetic Projectile
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 15
damage 3 see text
Critical damage 16 see text
action: 2-action
traits: attack, cantrip, concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6.
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target’s AC. If you hit, you deal 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. No specific traits or magic properties of the hurled item affect the attack or the damage.
critical success: You deal double damage.
success: You deal full damage.
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
22
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Filip [Alexander]:
rolling 1d20
(
18
)
=
18
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Ray (Alyssa):
Alyssa Snapdragon
Void Warp
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 5 void
Critical damage 4 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Luka V. (GM):
Barbara, the Mistress
fortitude
saving throw
18
+2 status bonus to all saves vs. disease and poison
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Luka V. (GM):
Hannah D
acrobatics
skill
29
Barbara, the Mistress
Phantom Pain
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
damage 7 mental
Critical damage 10 mental
additional damage 1 persistent mental
action: 2-action
traits: concentrate, illusion, manipulate, mental, nonlethal
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (+1) The damage increases by 2d4 and the persistent damage by 1d4.
Illusory pain wracks the target, dealing 2d4 mental damage and 1d4 persistent mental damage with a Will save.
saving throw will DC 20
critical success: The target is unaffected.
success: The target takes full initial damage but no persistent damage, and the spell ends immediately.
failure: The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
critical failure: As failure, but the target is sickened 2.
Hannah D
will
saving throw
22
Filip [Alexander]:
Alexander "Železni" Zelov
unarmed fist
melee strike
attack 10 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Critical damage 12 bludgeoning
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2 14 Agile, finesse, nonlethal, unarmed
damage 4 bludgeoning
Critical damage 14 bludgeoning
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
(
5
)
=
5
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 18
damage 7
Critical damage 14
Wilhelm [Sven]:
Sven Långkalsång
Grappling Hook
stowed item
bulk: L
quantity: 2
price: 1 sp
Sven Långkalsång
athletics
skill
20
Ray (Alyssa):
Alyssa Snapdragon
acrobatics
skill
12
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Luka V. (GM):
Hannah D
stealth
skill
21
Hannah D
Shortbow
ranged strike
attack 24
damage 3
Critical damage 12
3
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack 15 Agile, Finesse, Trip
damage 7 Slashing
Critical damage 22
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
Filip [Alexander]:lol
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack #2 11 Agile, Finesse, Trip
damage 14 Slashing
Critical damage 16
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
Ray (Alyssa):HEEEYYY BARBARAAAA
LEARN HOW TO SWING YOU DUMB BITCH
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 27
damage 6 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Luka V. (GM):
Barbara, the Mistress
> Backup call
automatic and reactive abilities
action type: Free Action
trigger :: The Mistress drops to 50 hit points.
The Mistress' automatic defense kicks in, summoning an imp from the summoning circle provided that the circle is intact.
Barbara, the Mistress
fortitude
saving throw
24
+2 status bonus to all saves vs. disease and poison
Imp
perception
17
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 8
damage 9 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
(
3
)
=
3
Luka V. (GM):
Imp
Singer
melee strike
attack 24 Agile, evil, finesse, magical
damage 1 piercing
additional damage 4 evil
Imp Venom, Fortitude save DC 16
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
12
Luka V. (GM):
Imp
Imp Venom
item
Maximum duration: 6 rounds
Stage 1: 1d6 poison damage and clumsy 1 (1 round).
Stage 2: 1d6 poison damage, clumsy 1, and slowed 1 (1 round)
4
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 29
Critical!
damage 11
Critical damage 30
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 23
damage 7
Critical damage 20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 10
damage 3
Critical damage 22
Luka V. (GM):
Barbara, the Mistress
Final Stand
automatic and reactive abilities
action type: Free Action
source : Anubis
traits: Fire
trigger :: The Mistress falls to 30 hit points
The Mistress summons the strength of the fiery depths of Avernus. She gains additional 2 actions: the first two, she can use immediately, and can use them again at the end of any enemy's turn, her weapon attacks deal an additional 1d6 points of fire damage, and she takes 1d6 fire damage per turn for 1 minute.
The 2 additional actions replenish at the start of the Mistress' turn.
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 19 Agile, Finesse, Trip
damage 9 Slashing
Critical damage 20
additional damage 4 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Barbara, the Mistress
Ray of Enfeeblement (Legacy)
spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
24
The fire dies out
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 26 Two-hand d12
damage 7 slashing
Critical damage 14 slashing
Ray (Alyssa):
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 2 mental
Critical damage 2 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC18
Luka V. (GM):
Imp
will
saving throw
15
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
fortitude
saving throw
23
Luka V. (GM):5
Hannah D
stealth
skill
20
Hannah D
Shortbow
ranged strike
attack 16
damage 5
Critical damage 6
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 21 Agile, Finesse, Trip
damage 9 Slashing
Critical damage 30
additional damage 4 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword no rage
melee strike
attack 25
damage 9 slashing
Critical damage 16 slashing
Luka V. (GM):
Barbara, the Mistress
Mirror Image (Legacy)
spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on 1d4). With two images remaining, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With only one image, the chances are 1 in 2 (1–3 on 1d6).

Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn't critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack #2 27 Agile, Finesse, Trip
Critical!
damage 11 Slashing
Critical damage 26
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
3
1
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 25
damage 11 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d4
(
3
)
=
3
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 9 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d8
(
8
)
=
8
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 5
damage 11 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
(
2
)
=
2
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 15 Agile, Finesse, Trip
damage 11 Slashing
Critical damage 16
additional damage 3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack #2 10 Agile, Finesse, Trip
damage 11 Slashing
Critical damage 16
additional damage 3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 19
damage 4
Critical damage 18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 18
damage 12
Critical damage 20
rolling 1d3
(
3
)
=
3
rolling 1d2
(
1
)
=
1
Wilhelm [Sven]:
Sven Långkalsång
Bashing Charge
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
28
Sven Långkalsång
athletics
skill
14
Sven Långkalsång
athletics
skill
10
Chris [Gary]:
Gary Kreeefrog (Chris)
athletics
skill
9
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 6 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Luka V. (GM):
Hannah D
stealth
skill
29
Hannah D
Shortbow
ranged strike
attack 16
damage 2
Critical damage 2
Ray (Alyssa):
rolling 1d2
(
2
)
=
2
Luka V. (GM):3
Barbara, the Mistress
Grim Tendrils
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
damage 7 void
Critical damage 10 void
additional damage 1 persistent bleed
action: 2-action
traits: concentrate, manipulate, void
area: 30-foot line
heightened effects: Heightened (+1) The void damage increases by 2d4, and the persistent bleed damage increases by 1.
Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 void damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.
saving throw fortitude DC 20
critical success: The creature is unaffected.
success: The creature takes half the void damage and no persistent bleed damage.
failure: The creature takes full damage.
critical failure: The creature takes double void damage and double persistent bleed damage.
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
17
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
23
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
11
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 18 Agile, Finesse, Trip
damage 16 Slashing
Critical damage 16
additional damage 4 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 22
damage 11 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d2
(
2
)
=
2
Luka V. (GM):3
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 6
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
athletics
skill
0
ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
rolling 1d20
(
12
)
=
12
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 13 Agile, Finesse, Trip
damage 11 Slashing
Critical damage 14
additional damage 2 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Chris [Gary]:
rolling 1d20
(
4
)
=
4
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 11 Two-hand d12
damage 11 slashing
Critical damage 30 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 9 Two-hand d12
damage 12 slashing
Critical damage 44 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 5 Two-hand d12
damage 18 slashing
Critical damage 28 slashing
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack #2 10 Agile, Finesse, Trip
damage 8 Slashing
Critical damage 16
additional damage 1 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Ray (Alyssa):
Alyssa Snapdragon
Void Warp
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 5 void
Critical damage 6 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Luka V. (GM):
Barbara, the Mistress
fortitude
saving throw
16
+2 status bonus to all saves vs. disease and poison
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Luka V. (GM):
Hannah D
strength
ability
5
Barbara, the Mistress
Ray of Enfeeblement (Legacy)
spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
You sap the target's strength, depending on its Fortitude save.
critical success: The target is unaffected.
success: The target is enfeebled 1 until the start of your next turn.
failure: The target is enfeebled 2 for 1 minute.
critical failure: The target is enfeebled 3 for 1 minute.
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
22
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 22 Agile, Finesse, Trip
damage 10 Slashing
Critical damage 24
additional damage 2 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Barbara, the Mistress
Striking Cold Iron sickle
melee strike
attack #3 16 Agile, Finesse, Trip
damage 9 Slashing
Critical damage 20
Critical hit: the target takes an extra 1d6 persistent bleed damage and must succeed on a DC 20 Fortitude saving throw or have their wrist sliced clean off.
3
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 21
damage 5 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Luka V. (GM):
Barbara, the Mistress
fortitude
saving throw
14
+2 status bonus to all saves vs. disease and poison
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 7
damage 7 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 19
damage 11 bludgeoning
Critical damage 8 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Luka V. (GM):
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 24 Agile, Finesse, Trip
damage 11 Slashing
Critical damage 24
additional damage 1 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 10 Two-hand d12
damage 17 slashing
Critical damage 40 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 8 Two-hand d12
damage 22 slashing
Critical damage 38 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 2 Two-hand d12
damage 15 slashing
Critical damage 38 slashing
Chris [Gary]:Gg
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 10 Two-hand d12
damage 12 slashing
Critical damage 28 slashing
Ray (Alyssa):
Alyssa Snapdragon
Void Warp
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 5 void
Critical damage 8 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC18
Luka V. (GM):
Barbara, the Mistress
fortitude
saving throw
9
+2 status bonus to all saves vs. disease and poison
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Luka V. (GM):
Hannah D
Dagger
melee strike
attack 16 finesse, thrown 10ft., versatile S
damage 5 Piercing
Critical damage 14
additional damage 5 sneak attack
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack 14 Agile, Finesse, Trip
damage 12 Slashing
Critical damage 26
additional damage 3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Barbara, the Mistress
Striking Cold Iron Sickle (Flames of Avernus)
melee strike
attack #2 16 Agile, Finesse, Trip
damage 12 Slashing
Critical damage 24
additional damage 3 fire
Critical Hit: the target must succeed on a DC 20 Fortitude Saving throw or have their wrist sliced off and cauterized.
Filip [Alexander]:
rolling 1d20
(
2
)
=
2
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 11 Two-hand d12
damage 20 slashing
Critical damage 40 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 19 Two-hand d12
damage 15 slashing
Critical damage 34 slashing
Filip [Alexander]:Fuck it... I'll pray
One last shot
Luka V. (GM):To?
Ray (Alyssa):BES DONT TAKE HIM YET PLEASE
Filip [Alexander]:Come on Anubis
Noo
To
Alexander "Železni" Zelov
religion
skill
8
Ray (Alyssa):
Alyssa Snapdragon
religion
skill
19
Filip [Alexander]:The amount of shit rolls in this battle is insane
Luka V. (GM):Yepp
Barbara, the Mistress
Cold Iron Sickle of Striking
item
This cold iron sickle is embedded with a powerful striking rune, making it hit a lot harder.
The cold iron grants the sickle +1 to all attack rolls, and the striking rune doubles the number of its damage dice.
Wilhelm [Sven]:
Sven Långkalsång
Ladder (10 ft)
stowed item
bulk: 3
quantity: 1
price: 3 cp
Luka V. (GM):
Barbara, the Mistress
Ring of Wizardry
item
This platinum ring bears the mark of anubis. A spellcaster wearing the ring gains a +1 item bonus to Arcana checks and has two additional 1st-level arcane spell slots each day.
If the ring is taken off for any reason, the additional spell slots are lost.
Barbara, the Mistress
Mask of Anubis
item
A person wearing the mask of Anubis gains darkvision for up to 1 hour per day and +1 to all Perception checks.
Barbara, the Mistress
Cold Iron Sickle of Striking
item
This cold iron sickle is embedded with a powerful striking rune, making it hit a lot harder.
The cold iron grants the sickle +1 to all attack rolls, and the striking rune doubles the number of its damage dice.
Wilhelm [Sven]:
Sven Långkalsång
Brass Ear
stowed item
quantity: 1
price: 1 gp
A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It's not suitable for improving your hearing in general, a role better served by a hearing aids.
Luka V. (GM):1
6
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
4
)
=
4
Filip [Alexander]:
Alexander "Železni" Zelov
perception
23
Wilhelm [Sven] no no, your ånagi is not strong enugh
Wilhelm [Sven]:enough*
Ray (Alyssa) too bad your common isnt good enough
Wilhelm [Sven] go out until its SAFE!
Ray (Alyssa) nah
Luka V. (GM):A cold iron dagger under the pillow
sleeves
white sleeves
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
15
UNCONSCIOUS: You are unconscious. You take a –4 status penalty to AC, Perception, and Reflex saves.
BLINDED: -4 if vision is your only precise sense
Filip [Alexander]:
Alexander "Železni" Zelov
perception
7
Luka V. (GM):Your trust level hasn't been high enough
Wilhelm [Sven] Gives Alyssa 16 gold
Filip [Alexander]:
Alexander "Železni" Zelov
deception
skill
18
Ray (Alyssa) takes it with a quiet "thank you Sven."
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
11
Alyssa Snapdragon
crafting
skill
16
Alyssa Snapdragon
crafting
skill
25
Alyssa Snapdragon
performance
skill
14
Wilhelm [Sven]:
Sven Långkalsång
Wooden religious symbol of Chernobog
stowed item
quantity: 1
Filip [Alexander]:
Alexander "Železni" Zelov
religion
skill
10
Ray (Alyssa):
Alyssa Snapdragon
religion
skill
13
Chris [Gary]:
Gary Kreeefrog (Chris)
religion
skill
9
Wilhelm [Sven]:
Sven Långkalsång
religion
skill
2
Wilhelm [Sven] oh no...
Filip [Alexander]:Not this shit again
Wilhelm [Sven] crit fail might have been bad...
Filip [Alexander]:LADYBUGS...
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
13
Ray (Alyssa):my bad guys
wanted my horror sc ene to be too real
Filip [Alexander]:oNE STEP TOO FAR
oops
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
16
Chris [Gary]:
Gary Kreeefrog (Chris)
Untamed Shift
focus spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: uncommon, concentrate, druid, focus, manipulate, morph
DURATION: 1 minute
heightened effects: Heightened (6th) You can choose up to two effects from the list. Untamed claws leave terrible, ragged wounds that also deal 2d6 persistent bleed damage on a hit, and untamed jaws are envenomed, also dealing 2d6 persistent poison damage on a hit.
Heightened (10th) You can choose up to three effects from the list. Untamed claws deal 4d6 persistent bleed damage on a hit, and untamed jaws deal 4d6 persistent poison damage on a hit.
You transform just a part of your body. Choose any one effect that matches an untamed order feat you have.
Untamed Form Your hands transform into incredibly sharp claws. Untamed claws are an unarmed attack, have the agile and finesse traits, and deal 1d6 slashing damage. You can still hold and use items with your hands while they’re transformed by this spell, but you must have a hand free to attack with it.
Insect Shape Your mouth becomes deadly jaws. Untamed jaws are an unarmed attack that deal 1d8 piercing damage.
Elemental Shape You shift your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
Plant Shape Your arms become long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
Soaring Shape You must cast untamed shift using 2 actions for this benefit. You grow wings from your back, gaining a fly Speed of 30 feet.
Wilhelm [Sven]:
Sven Långkalsång
Deny Advantage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 3
Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
7
Alexander "Železni" Zelov
athletics
skill
3
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
30
i see everything
Wilhelm [Sven]:eye ball golf
Sven Långkalsång
deception
skill
10
dnd mansplaining
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
2
Alexander "Železni" Zelov
diplomacy
skill
20
Wilhelm [Sven]:17yo lawyer, omg
Ray (Alyssa):bar bar bar bar
Wilhelm [Sven]:talked down by binladens body guard
Ray (Alyssa):Lol
Alyssa Snapdragon
diplomacy
skill
29
Luka V. (GM):Katherine - the "spunky" tiefling 17yo guard
Filip [Alexander]:You should make a book of Grudges
Ray (Alyssa):awwww tarvi is so sweet
Filip [Alexander]:It helps to keep track
Ray (Alyssa):and i should youre right
Filip [Alexander]:am dumb, need to write shit down haha
Good thing I can write
Some self-love I guess?
Luka V. (GM):Vassindo
Lord Vassindo DuCain
Chris [Gary]:
Gary Kreeefrog (Chris)
stealth
skill
17
Gary Kreeefrog (Chris)
thievery
skill
16
Gary Kreeefrog (Chris)
Pet Cache
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: extradimensional, manipulate
Range: touch
TARGET: 1 willing creature that is your companion
DURATION: 8 hours
You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.

You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
Ray (Alyssa):
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
u g l y he aint got no alibi
Filip [Alexander]:scowl
Wilhelm [Sven] Smiles back in a forced way
Ray (Alyssa):WHAT IS HE A DOG
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
24
Filip [Alexander]:
Alexander "Železni" Zelov
perception
24
Wilhelm [Sven]:
Sven Långkalsång
perception
10
Ray (Alyssa):
Alyssa Snapdragon
perception
16
us three leave to our shared room to leave sven to his fate
Alyssa Snapdragon
Legal Lore
skill
21
source: Hellspawn lineage
Filip [Alexander]:
Alexander "Železni" Zelov
Warfare
skill
17
Chris [Gary]:
Gary Kreeefrog (Chris)
religion
skill
12
(To GM): Gary can't count otherwise :)
Filip [Alexander]:The Best Adventuring Co.
(From Luka V. (GM)): That's why I gave the green light :)
Chris [Gary]:Shadow Syndicate
Covert Connections
Invisible Hand Guild
Echoes of Espionage
Silent Signal Network
Spectral Solutions
Chris [Gary]:The Hidden Ledger
Veil of Secrecy Agency
Clandestine Consortium
Whisper Web
Filip [Alexander]:Absolutley Average Adventurers
The Copper Circle
Ray (Alyssa):Platinum Oval
Platinum Core
Platinum Sphere
Chris [Gary]:
rolling 1d20
(
11
)
=
11
Ray (Alyssa):
AAA - Absolutely Average Adventurers
Security
melee strike
attack 29
Critical!
damage 4
Filip [Alexander]:
AAA - Absolutely Average Adventurers
Service
melee strike
attack 26
damage 3
Chris [Gary]:
AAA - Absolutely Average Adventurers
Merchandise
melee strike
attack 24
damage 5
Wilhelm [Sven]:
AAA - Absolutely Average Adventurers
Popularity
melee strike
attack 24
damage 3
Luka V. (GM):170gp 40sp
Wilhelm [Sven]:
AAA - Absolutely Average Adventurers
Popularity
melee strike
attack 31
Critical!
damage 4
Filip [Alexander]:Is it possible
Can it be
Wilhelm [Sven]:Don't let Alexander see the Coloseum...
Sven Långkalsång:Almond: How is fighting children low profile?
Alex: Did you Alyssa can read?
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
25
Sven Långkalsång:Our sessions have such range. Talking racoons to marketing to child fightclub
Ray (Alyssa):fucking rat and racoon gang violence?!
Sven Långkalsång:Rodent civil war sub plot
Luka is a master story teller!
Ray (Alyssa):he really is
rich people have a rat problem
Filip [Alexander]:rat porn
Ray (Alyssa):....
WAIT DO WE GET A RATATOULLIE
Filip [Alexander]:Rats fucking everywhere
Ray (Alyssa):Rat chef
Sven Långkalsång:Or rats have a people problem?
Chris [Gary]:
Gary Kreeefrog (Chris)
society
skill
15
Ray (Alyssa):
Alyssa Snapdragon
society
skill
26
Chris [Gary]:maybe talk to food stalls / resturant owners to start with about the rat problem
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
26
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
12
Luka V. (GM):
rolling 1d20
(
9
)
=
9
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
12
Ray (Alyssa):
Alyssa Snapdragon
society
skill
27
Filip [Alexander]:
AAA - Absolutely Average Adventurers
Service
melee strike
attack 18
damage 4
Ray (Alyssa):
AAA - Absolutely Average Adventurers
Security
melee strike
attack 21
damage 4
Filip [Alexander]:Don't talk to strangers
Free candy is never free
Stranger danger
Sven Långkalsång:
AAA - Absolutely Average Adventurers
Popularity
melee strike
attack 31
Critical!
damage 6
Filip [Alexander]:Sranger being creepy, knee them in the balls
Sven Långkalsång:
AAA - Absolutely Average Adventurers
Popularity
melee strike
attack 24
damage 2
AAA - Absolutely Average Adventurers
Popularity
melee strike
attack 16
damage 2
AAA - Absolutely Average Adventurers
Popularity
melee strike
attack 23
damage 6
Chris [Gary]:
AAA - Absolutely Average Adventurers
Merchandise
melee strike
attack 9
damage 6
Luka V. (GM):238gp 40sp
This is weekly, so you get this much each for the month
Timothy
To clarify Alyssa, you just heard a lot of squeaking in this conversation between Gary and Timonthy
Sven Långkalsång:Can Sven burst in to the room here?
Luka V. (GM):uhh
Sure?
Sven Långkalsång:stinky-Steve
Harold the horse-fucker
Hank the hoarse-fucker
shanksalot-Sharon
Griffin Lightbringer
Ray (Alyssa):are we about to get murdered by tess?
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
23
Ray (Alyssa):
Alyssa Snapdragon
perception
23
Filip [Alexander]:
Alexander "Železni" Zelov
perception
19
Sven Långkalsång:
Sven Långkalsång
perception
11
Chris [Gary]:
rolling 1d4
(
3
)
=
3
Luka V. (GM):
Redcap Assassin
Scythe
melee strike
attack 21 Deadly 1d10, trip
damage 20 Slashing
Redcap Assassin
Scythe
melee strike
Critical damage 34
Redcap Assassin
Scythe
melee strike
attack #2 20 Deadly 1d10, trip
damage 14 Slashing
Sven Långkalsång:
Sven Långkalsång
initiative
perception
27
Filip [Alexander]:This bastard hits like a truck
37 damage in 2 hits, god damn
Luka V. (GM):He is an... assassin....
Ray (Alyssa):
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 3 mental
Critical damage 10 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC15
Luka V. (GM):
Redcap Assassin
will
saving throw
21
Ray (Alyssa):
Alyssa Snapdragon
Shield
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Filip [Alexander]:Who nas Alex in going down bingo?
Luka V. (GM):Everyone as their free space
Ray (Alyssa):I have Sven missing every attack I have good feeling about it happening
Filip [Alexander]:
rolling 1d20
(
12
)
=
12
Luka V. (GM):./gmroll
or the toggle on the dice roller
Sven Långkalsång:
Sven Långkalsång
Bashing Charge
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Filip [Alexander]:"It's just a prank bro"
Ray (Alyssa):this means i get the big bedroom now right?
Sven Långkalsång:
Sven Långkalsång
athletics
skill
20
Filip [Alexander]:I feel like I may get a new wooden box "room"
Permanent lodging one might say
Sven Långkalsång:
Sven Långkalsång
intimidation
skill
6
Filip [Alexander]:I'm never going to sleep again
Swear to god
Sven Långkalsång:
Sven Långkalsång
Unarmed no rage
melee strike
attack 25
damage 5 bludgeoning
Critical damage 12 bludgeoning
Ray (Alyssa):just get ermolos to watch over you, you'd always be safe with the daddy dragonborn on watch
Filip [Alexander]:A fine idea
Sven Långkalsång:
rolling 1d6
(
4
)
=
4
Filip [Alexander]:We'll watch eachoder while we sleep
Luka V. (GM):
Redcap Assassin
Scythe
melee strike
attack #2 28 Deadly 1d10, trip
damage 11 Slashing
Ray (Alyssa):five feet apart cause youre not gay
Filip [Alexander]:yes
Pants stay on
Luka V. (GM):
Redcap Assassin
Scythe
melee strike
Critical damage 38
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 12 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
(
5
)
=
5
Alyssa Snapdragon
Bardic Lore
skill
15
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
7
)
=
7
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
30
Sven Långkalsång:
Sven Långkalsång
Rage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Sven Långkalsång
athletics
skill
20
Sven Långkalsång
athletics
skill
27
Luka V. (GM):
Redcap Assassin
Scythe
melee strike
attack 26 Deadly 1d10, trip
damage 12 Slashing
Redcap Assassin
Scythe
melee strike
Critical damage 30
Ray (Alyssa):
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack 18 Agile, finesse, trip
damage 2 slashing
Critical damage 8 slashing

Chris [Gary]:
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 22
damage 5 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2 26 Agile, finesse, nonlethal, unarmed
Critical!
damage 5 bludgeoning
Critical damage 16 bludgeoning
rolling 2d8
(
6
+
6
)
=
12
Luka V. (GM):
Redcap Assassin
fortitude
saving throw
23
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
10
Luka V. (GM):Critical Failure You lose your balance, fall, and land prone.
Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
Sven Långkalsång:
Sven Långkalsång
athletics
skill
23
Sven Långkalsång
athletics
skill
27
Luka V. (GM):
Redcap Assassin
athletics
skill
21
Redcap Assassin
athletics
skill
23
Redcap Assassin
athletics
skill
18
Ray (Alyssa):
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack 10 Agile, finesse, trip
damage 3 slashing
Critical damage 8 slashing

Alyssa Snapdragon
Intimidating Glare
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 2
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Demoralize [one-action]
Auditory, Concentrate, Emotion, Fear, Mental

With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Alyssa Snapdragon
intimidation
skill
20
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 15
damage 11
Critical damage 26
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 9
damage 9
Critical damage 26
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 7
damage 10
Critical damage 26
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 20
damage 10 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 25
damage 12 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Redcap Assassin
fortitude
saving throw
16
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 5
damage 5 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Sven Långkalsång:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 22 Two-hand d12
damage 12 slashing
Critical damage 32 slashing
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
Gary Kreeefrog (Chris)
medicine
skill
15
rolling 1d8
(
6
)
=
6
Gary Kreeefrog (Chris)
medicine
skill
13
Ray (Alyssa):
Alyssa Snapdragon
Underworld Lore
skill
20
source: Charlatan
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
15
Filip [Alexander]:Weapons allowed?
A cowards choice
Luka V. (GM):Yes, weapons allowed
Filip [Alexander]:No need, giga chad Alex uses no weapons
Luka V. (GM):Bracers count as weapons
Filip [Alexander]:No bracers then!
I'll go bare ass if needed
Luka V. (GM):No ty
Filip [Alexander]:Eau naturel
Manhood swinging in the breeze, fists up
Luka V. (GM):Mr Pompefist DeBonair
Filip [Alexander]:Should you maybe send your dad to daycare?
I can look after him
He may get beat up by kids
Luka V. (GM):The Flying Pegasus
Did I manage to do good casual racism, it took a lot of effort
Ray (Alyssa):you did great
Filip [Alexander]:Natural born
remembers dad, pain...
Sven Långkalsång:
Sven Långkalsång
Anathema
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
Failing to face a personal challenge of strength is anathema.
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
29
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
26
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
19
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
25
Alyssa Snapdragon
society
skill
18
Chris [Gary]:
Gary Kreeefrog (Chris)
nature
skill
25
Ray (Alyssa):Goblins: either you hunt well or you sleep in shit.
Wilhelm [Sven]:
Sven Långkalsång
survival
skill
25
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
19
Ray (Alyssa):
Alyssa Snapdragon
perception
25
Wilhelm [Sven]:
Sven Långkalsång
survival
skill
14
Filip [Alexander]:
Alexander "Železni" Zelov
perception
16
Alexander "Železni" Zelov
stealth
skill
27
Ray (Alyssa):
Alyssa Snapdragon
stealth
skill
20
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
21
Gary Kreeefrog (Chris)
stealth
skill
15
Wilhelm [Sven]:
Sven Långkalsång
stealth
skill
11
Chris [Gary]:Remember we want him alive
Ray (Alyssa):that apparently isnt a problem considering he didnt die the first time
Wilhelm [Sven]:"I come in peace"
#lights dynamite
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 30
damage 6 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 18
damage 9 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Goblin Igniter - vengeful
fortitude
saving throw
10
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
8
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
26
Luka V. (GM):
Goblin Igniter - vengeful
Fireball
arcane spell level 3
single actiontwo-actionthree-actionfree actionreaction*
damage 28 fire
action: 2-action
traits: concentrate, fire, manipulate
Range: 500 feet
area: 20-foot burst
heightened effects: Heightened (+1) The damage increases by 2d6.
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
basic saving throw reflex DC 16
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
25
Ray (Alyssa):
Alyssa Snapdragon
Eat Fire
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Luka V. (GM):
Goblin Igniter - vengeful
Gauntlet
melee strike
attack 27 Agile, unarmed
damage 9 bludgeoning
additional damage 2 fire damage
Wilhelm [Sven]:
Sven Långkalsång
Alkymist fire
stowed item
quantity: 1
Sven Långkalsång
Throw shit
ranged strike
attack 18
damage 11
Critical damage 22
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 26
damage 9 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
20
Luka V. (GM):
Goblin Igniter - vengeful
fortitude
saving throw
23
Ray (Alyssa):
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 5 mental
Critical damage 6 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC15
Luka V. (GM):
Goblin Igniter - vengeful
will
saving throw
21
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
9
Luka V. (GM):
Goblin Igniter - vengeful
Fireball
arcane spell level 3
single actiontwo-actionthree-actionfree actionreaction*
damage 19 fire
action: 2-action
traits: concentrate, fire, manipulate
Range: 500 feet
area: 20-foot burst
heightened effects: Heightened (+1) The damage increases by 2d6.
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
basic saving throw reflex DC 16
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
24
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
17
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
25
Alyssa Snapdragon
Eat Fire
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 20
damage 9
Critical damage 20
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword no rage
melee strike
attack 27
damage 6 slashing
Critical damage 16 slashing
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
25
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
13
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
20
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
18
Luka V. (GM):
Goblin Igniter - vengeful
Fireball
arcane spell level 4
single actiontwo-actionthree-actionfree actionreaction*
damage 23 fire
action: 2-action
traits: concentrate, fire, manipulate
Range: 500 feet
area: 20-foot burst
heightened effects: Heightened (+1) The damage increases by 2d6.
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
basic saving throw reflex DC 16
8
Filip [Alexander]:
Alexander "Železni" Zelov
thievery
skill
5
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
4
)
=
4
Wilhelm [Sven]:
Sven Långkalsång
Waterskin
stowed item
bulk: L
quantity: 1
price: 5 cp
When it’s full, a waterskin contains roughly 1 day’s worth of water for a Small or Medium creature.
Sven Långkalsång
thievery
skill
11
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
24
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
12
Filip [Alexander]:
Alexander "Železni" Zelov
medicine
skill
19
Ray (Alyssa):
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
this is gonna happen immediately
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
14
Gary Kreeefrog (Chris)
medicine
skill
16
Gary Kreeefrog (Chris)
medicine
skill
26
Gary Kreeefrog (Chris)
medicine
skill
28
Gary Kreeefrog (Chris)
Natural Medicine
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds, including higher Nature proficiency letting you attempt more difficult checks. It doesn’t replace Medicine for uses of the skill other than Treat Wounds or for feat prerequisites.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.
rolling 2d8
(
1
+
5
)
=
6
Chris [Gary]:
rolling 2d8
(
8
+
5
)
=
13
rolling 4d8
(
6
+
4
+
5
+
6
)
=
21
rolling 4d8
(
1
+
2
+
5
+
1
)
=
9
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 7 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
(
1
)
=
1
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
2
)
=
2
Gary Kreeefrog (Chris)
Pest Form
focus spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: other
traits: concentrate, manipulate, polymorph
DURATION: 10 minutes
heightened effects: Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can’t make Strikes. You can Dismiss the spell.
You gain the following statistics and abilities:
• AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
• Speed 20 feet.
• Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
• Low-light vision and imprecise scent 30 feet.
• Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
Gary Kreeefrog (Chris)
society
skill
12
Filip [Alexander]:
Alexander "Železni" Zelov
Playing Cards
stowed item
quantity: 1
Chris [Gary]:
Gary Kreeefrog (Chris)
nature
skill
20
Gary Kreeefrog (Chris)
nature
skill
29
Gary Kreeefrog (Chris)
nature
skill
30
Gary Kreeefrog (Chris)
nature
skill
13
rolling 2d8
(
6
+
8
)
=
14
rolling 4d8
(
5
+
3
+
2
+
2
)
=
12
Chris [Gary]:
rolling 4d8
(
4
+
2
+
5
+
1
)
=
12
rolling 2d8
(
4
+
2
)
=
6
Filip [Alexander]:
Alexander "Železni" Zelov
stealth
skill
15
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
stealth
15
Ray (Alyssa):
Alyssa Snapdragon
initiative
stealth
11
Luka V. (GM):
Goblin Warrior
perception
15
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
20
Wilhelm [Sven]:
Sven Långkalsång
initiative
stealth
7
Luka V. (GM):
Goblin Commando
perception
17
Goblin Igniter
perception
23
Goblin Igniter
burning hands
spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
Goblin Igniter
burning hands
spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
Goblin Igniter
Burning Hands (BB)
EVOCATION spell level 1
single actiontwo-actionthree-actionfree actionreaction*
damage 2 fire
action: 2-action
traits: Fire, Manipulate
requirement: Clerics must worship Sarenrae to prepare this spell.
area: 15-foot cone
Gouts of flame rush from your hands in a 15-foot cone. The fire deals 2d6 fire damage to each creature in the area. Each creature must roll a basic Reflex save.
basic saving throw reflex DC 16
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
18
Alexander "Železni" Zelov
athletics
skill
26
Alexander "Železni" Zelov
athletics
skill
21
Ray (Alyssa):
rolling 2d8
(
7
+
7
)
=
14
Filip [Alexander]:
rolling 8d8
(
7
+
5
+
1
+
8
+
6
+
5
+
5
+
4
)
=
41
Chris [Gary]:
rolling 3d8
(
2
+
4
+
1
)
=
7
Ray (Alyssa):Throw one goblin=mass destruction
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 21
damage 5
Critical damage 18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 18
damage 6
Critical damage 20
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 21
damage 11 piercing
Critical damage 20 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
24
Sven Långkalsång
athletics
skill
26
Luka V. (GM):4
rolling 1d20
(
16
)
=
16
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 14
damage 10 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 22
damage 10 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Goblin Igniter
fortitude
saving throw
15
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 21
damage 9
Critical damage 20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 24
Critical!
damage 6
Critical damage 20
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Luka V. (GM):
rolling 1d20
(
2
)
=
2
Wilhelm [Sven]:
Sven Långkalsång
Frying Pan
stowed item
bulk: L
quantity: 1
price: 1 sp
The cast-iron frying pan is an essential tool for adventuring halflings, gold panners, and remote tavern owners. Characters with the Halfling Weapon Familiarity ancestry feat are trained in the frying pan.
Sven Långkalsång
Throw shit
ranged strike
attack 17
damage 12
Critical damage 26
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 22
damage 9 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Chris [Gary]:
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
stealth
skill
14
Filip [Alexander]:
Alexander "Železni" Zelov
nature
skill
18
Always trust a piece of seasoned meat
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
27
Gary Kreeefrog (Chris)
performance
skill
15
Ray (Alyssa):
Alyssa Snapdragon
stealth
skill
17
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 10
damage 11
Critical damage 22
Chris [Gary]:Homerun
Ray (Alyssa):swing batter batter!
Luka V. (GM):
Whitechin
Gauntlet Throw
ranged strike
attack 31
Critical!
damage 8 Bludgeoning
Range: 20ft.
Whitechin
Gauntlet Throw
ranged strike
Critical damage 12
Whitechin
Get Reckless
offensive or proactive abilities
action type: 1 Action
traits: auditory, emotion, concentrate, mental
Screaming words of encouragement, Whitechin gives himself and all goblins +1 to attack and damage rolls until the start of his next turn (up to 1 minute total duration).
Filip [Alexander]:
Alexander "Železni" Zelov
dexterity
ability
16
Alexander "Železni" Zelov
intimidation
skill
8
Alexander "Železni" Zelov
intimidation
skill
17
Luka V. (GM):
Goblin Igniter
Burning Hands (BB)
EVOCATION spell level 1
single actiontwo-actionthree-actionfree actionreaction*
damage 8 fire
action: 2-action
traits: Fire, Manipulate
requirement: Clerics must worship Sarenrae to prepare this spell.
area: 15-foot cone
Gouts of flame rush from your hands in a 15-foot cone. The fire deals 2d6 fire damage to each creature in the area. Each creature must roll a basic Reflex save.
basic saving throw reflex DC 16
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
8
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 6
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (2)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
rolling 1d20
(
2
)
=
2
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 28
damage 8
Critical damage 20
Luka V. (GM):
Goblin Warrior
shortsword
melee strike
attack 18 agile, finesse, versatile P
damage 4 slashing
Goblin Warrior
shortsword
melee strike
attack 13 agile, finesse, versatile P
damage 6 slashing
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
23
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
dexterity
ability
5
Alyssa Snapdragon
Shield
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Wilhelm [Sven]:
Sven Långkalsång
diplomacy
skill
15
Sven Långkalsång
Rage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Luka V. (GM):
Whitechin
acrobatics
skill
17
Whitechin
Greatsword
melee strike
attack #2 14 Versatile P
damage 13
Filip [Alexander]:
Alexander "Železni" Zelov
dexterity
ability
5
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 27
damage 8
Critical damage 30
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 14
damage 7
Critical damage 10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 4
damage 6
Critical damage 14
Luka V. (GM):
Goblin Warrior
athletics
skill
14
Goblin Warrior
shortsword
melee strike
attack 13 agile, finesse, versatile P
damage 2 slashing
Goblin Warrior
shortsword
melee strike
attack 28 agile, finesse, versatile P
Critical!
damage 3 slashing
Goblin Warrior
shortsword
melee strike
attack #2 5 agile, finesse, versatile P
damage 6 slashing
Goblin Warrior
shortsword
melee strike
Critical damage 10
Ray (Alyssa):
Alyssa Snapdragon
dexterity
ability
12
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 3 mental
Critical damage 2 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC15
Luka V. (GM):
Whitechin
will
saving throw
19
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 13 Two-hand d12
damage 21 slashing
Critical damage 36 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 23 Two-hand d12
damage 15 slashing
Critical damage 28 slashing
Sven Långkalsång
athletics
skill
20
Luka V. (GM):
Whitechin
Get Reckless
offensive or proactive abilities
action type: 1 Action
traits: auditory, emotion, concentrate, mental
Screaming words of encouragement, Whitechin gives himself and all goblins +1 to attack and damage rolls until the start of his next turn (up to 1 minute total duration).
Whitechin
Greatsword
melee strike
attack 12 Versatile P
damage 16
Filip [Alexander]:
Alexander "Železni" Zelov
Titan Wrestler
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Alexander "Železni" Zelov
athletics
skill
29
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 8
damage 9 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 21
damage 10 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Whitechin
fortitude
saving throw
30
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 21
damage 5
Critical damage 10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 8
damage 9
Critical damage 10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 10
damage 4
Critical damage 28
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 17
damage 7
Critical damage 32
Ray (Alyssa):
Alyssa Snapdragon
Stupefy
arcane spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC14
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Luka V. (GM):
Whitechin
will
saving throw
28
Ray (Alyssa):
Alyssa Snapdragon
Stupefy
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC19
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 15 Two-hand d12
damage 18 slashing
Critical damage 34 slashing
Sven Långkalsång
athletics
skill
18
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 6 Two-hand d12
damage 15 slashing
Critical damage 32 slashing
Luka V. (GM):
Whitechin
Greatsword
melee strike
attack 15 Versatile P
damage 7
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
21
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 9
damage 7 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 17
damage 7 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Whitechin
fortitude
saving throw
21
Chris [Gary]:6 points of healing
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 5
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (7)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
rolling 1d20
(
8
)
=
8
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack 19 Agile, finesse, trip
damage 8 slashing
Critical damage 6 slashing

Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 20 Two-hand d12
damage 17 slashing
Critical damage 30 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 19 Two-hand d12
damage 17 slashing
Critical damage 30 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 10 Two-hand d12
damage 11 slashing
Critical damage 38 slashing
Sven Långkalsång
Anathema
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
Failing to face a personal challenge of strength is anathema.
Filip [Alexander]:
Alexander "Železni" Zelov
perception
21
Wilhelm [Sven]:
Sven Långkalsång
diplomacy
skill
4
Chris [Gary]:
Gary Kreeefrog (Chris)
Detect Magic
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
19
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Wilhelm [Sven]:
Sven Långkalsång
Labor Lore
skill
11
Filip [Alexander]:
Alexander "Železni" Zelov
religion
skill
7
Ray (Alyssa):
Alyssa Snapdragon
religion
skill
20
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
31
Luka V. (GM):
rolling 1d3
(
1
)
=
1
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
29
Filip [Alexander]:Kinda gay
But ok
Ray (Alyssa):
Alyssa Snapdragon
society
skill
24
Filip [Alexander]:
Alexander "Železni" Zelov
society
skill
9
sus
Wilhelm [Sven]:
Sven Långkalsång
religion
skill
16
Sven Långkalsång
will
saving throw
25
Sven Långkalsång
perception
14
Sven Långkalsång
society
skill
13
(To Alyssa Snapdragon): Wanna draw a mustache?
(From Ray (Alyssa)): god yes
Filip [Alexander]:pls no roleplay
(To GM): how much chaos can i cause if i drink the bottle of fire whisky and let Bes takes the wheel :D
(From Luka V. (GM)): Decent amount
Chris [Gary]:
Gary Kreeefrog (Chris)
religion
skill
16
Filip [Alexander]:Tess'es favourite spell: "Aidsus deletus"
Alexander "Železni" Zelov
society
skill
4
It adds to my street cred
Ray (Alyssa):
Alyssa Snapdragon
perception
19
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
27
Gary Kreeefrog (Chris)
society
skill
15
Ray (Alyssa):
Alyssa Snapdragon
Legal Lore
skill
24
source: Hellspawn lineage
Alyssa Snapdragon
deception
skill
23
Amaya brings some alcohol
Ray (Alyssa):Amaya is the best ever cause alyssa needs a ddrink for this kind of day
Wilhelm [Sven]:
Sven Långkalsång
society
skill
6
Sven Långkalsång
Net
stowed item
bulk: 1
quantity: 1
price: 1 gp
You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty.

When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Gary Kreeefrog (Chris)
Pest Form
focus spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: other
traits: concentrate, manipulate, polymorph
DURATION: 10 minutes
heightened effects: Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on your Size or statistics. While in this form, you gain the animal trait, and you can’t make Strikes. You can Dismiss the spell.
You gain the following statistics and abilities:
• AC = 15 + your level. Ignore your armor’s check penalty and Speed reduction.
• Speed 20 feet.
• Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)
• Low-light vision and imprecise scent 30 feet.
• Acrobatics and Stealth modifiers of +10, unless your own is higher; Athletics modifier –4.
Gary Kreeefrog (Chris)
nature
skill
12
I'll turn into a rat and see if i can infiltrate and gather some more information.
Filip [Alexander]:"Tactically appropriate"
Chris [Gary]:I'll tell the elite raccoons to go back to Scar and inform him about the situation.
Filip [Alexander]:ugh...book nerd
kill him
Ray (Alyssa):
rolling 3d6
(
2
+
2
+
4
)
=
8
Luka V. (GM):
rolling 3d6
(
2
+
1
+
2
)
=
5
Chris [Gary]:
Gary Kreeefrog (Chris)
deception
skill
13
Gary Kreeefrog (Chris)
deception
skill
17
Gary Kreeefrog (Chris)
nature
skill
21
Ray (Alyssa):Mommy Bes is not happy with you
Alyssa Snapdragon
society
skill
15
Chris [Gary]:
Gary Kreeefrog (Chris)
Full set of silverware
stowed item
quantity: 1
Wilhelm [Sven]:
Sven Långkalsång
Fishing Tackle
stowed item
bulk: 1
quantity: 1
price: 8 sp
This kit include a collapsible fishing pole, fishhooks, line, lures, and a fishing net.
Sven Långkalsång
Jeans
stowed item
quantity: 1
Sven Långkalsång
thievery
skill
8
Sven Långkalsång
thievery
skill
10
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
27
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
19
Luka V. (GM):
Missy
initiative
perception
21
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
25
Luka V. (GM):
Lini
initiative
perception
26
Wilhelm [Sven]:
Sven Långkalsång
perception
16
Luka V. (GM):
Lini
sleep
arcane innate spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, incapacitation, manipulate, mental, sleep
Range: 30 feet
area: 5-foot burst
heightened effects: Heightened (4th) The creatures fall unconscious for 1 round on a failure or 1 minute on a critical failure. They fall prone and release what they’re holding, and they can’t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.
Each creature in the area becomes drowsy, possibly nodding off. A creature that falls unconscious from this spell doesn’t fall prone or release what it’s holding. This spell doesn’t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.
saving throw will DC 21
critical success: The creature is unaffected.
success: The creature takes a –1 status penalty to Perception checks for 1 round.
failure: The creature falls unconscious. If it’s still unconscious after 1 minute, it wakes up automatically.
critical failure: The creature falls unconscious. If it’s still unconscious after 1 hour, it wakes up automatically.
Ray (Alyssa):
Alyssa Snapdragon
will
saving throw
20
Chris [Gary]:
Gary Kreeefrog (Chris)
will
saving throw
31
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
17
Ray (Alyssa):
Alyssa Snapdragon
will
saving throw
25
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 27
damage 11 piercing
Critical damage 16 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Chris [Gary]:
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Wilhelm [Sven]:
Sven Långkalsång
Rage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Luka V. (GM):
Lini
branch
melee strike
attack 14 finesse, magical
damage 14 bludgeoning
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
22
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Luka V. (GM):
Missy
greataxe
melee strike
attack 13 reach 10 feet, sweep
damage 11 piercing
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
17
Sven Långkalsång
athletics
skill
29
rolling 1d100
(
54
)
=
54
Sven Långkalsång
fortitude
saving throw
30
Luka V. (GM):
Lini
branch
melee strike
attack 27 finesse, magical
damage 10 bludgeoning
Lini
branch
melee strike
attack #2 16 finesse, magical
damage 9 bludgeoning
Ray (Alyssa):
Alyssa Snapdragon
Musical Accompaniment
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 26
damage 8
Critical damage 22
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 12
damage 6
Critical damage 30
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 9
damage 10
Critical damage 14
Luka V. (GM):
Missy
greataxe
melee strike
attack 19 reach 10 feet, sweep
damage 9 piercing
Missy
greataxe
melee strike
attack #2 20 reach 10 feet, sweep
damage 16 piercing
Missy
greataxe
melee strike
attack #3 7 reach 10 feet, sweep
damage 18 piercing
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 15
damage 13
Critical damage 22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
Bashing Charge
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
13
Luka V. (GM):
Lini
branch
melee strike
attack 22 finesse, magical
damage 8 bludgeoning
Lini
branch
melee strike
attack #2 27 finesse, magical
Critical!
damage 12 bludgeoning
Lini
branch
melee strike
attack #3 19 finesse, magical
damage 5 bludgeoning
Lini
branch
melee strike
Critical damage 10
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
21
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 13
damage 8 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Chris [Gary]:
(To GM)rolling 1d20
(
5
)
=
5
Luka V. (GM):
Missy
greataxe
melee strike
attack 22 reach 10 feet, sweep
damage 11 piercing
Ray (Alyssa):
rolling 1d4
(
2
)
=
2
Chris [Gary]:
(To GM)rolling 1d20
(
7
)
=
7
Luka V. (GM):
Missy
athletics
skill
25
Missy
greataxe
melee strike
attack 21 reach 10 feet, sweep
damage 11 piercing
Missy
athletics
skill
27
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
24
Sven Långkalsång
athletics
skill
17
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 7 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
(
6
)
=
6
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 27
damage 9
Critical damage 20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 12
damage 7
Critical damage 16
Luka V. (GM):
Missy
greataxe
melee strike
attack 16 reach 10 feet, sweep
damage 12 piercing
Missy
greataxe
melee strike
attack #2 27 reach 10 feet, sweep
Critical!
damage 8 piercing
Missy
greataxe
melee strike
Critical damage 32
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 16 Two-hand d12
damage 14 slashing
Critical damage 24 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 18 Two-hand d12
damage 22 slashing
Critical damage 26 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 15 Two-hand d12
damage 13 slashing
Critical damage 24 slashing
Luka V. (GM):
Lini
branch
melee strike
attack 26 finesse, magical
damage 6 bludgeoning
Lini
branch
melee strike
attack #2 24 finesse, magical
damage 5 bludgeoning
Lini
branch
melee strike
Critical damage 28
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 14 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
(
6
)
=
6
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack 25 Agile, finesse, trip
damage 6 slashing
Critical damage 16 slashing

Chris [Gary]:
(To GM)rolling 1d20
(
18
)
=
18
Luka V. (GM):
Missy
greataxe
melee strike
attack 31 reach 10 feet, sweep
damage 13 piercing
Missy
greataxe
melee strike
attack #2 17 reach 10 feet, sweep
damage 14 piercing
Missy
greataxe
melee strike
attack #3 20 reach 10 feet, sweep
damage 11 piercing
Missy
greataxe
melee strike
Critical damage 18
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 25 Two-hand d12
damage 20 slashing
Critical damage 30 slashing
rolling 1d4
(
2
)
=
2
Sven Långkalsång
Healing Potion
stowed item
bulk: L
quantity: 2
Chris [Gary]:8 points of healing
(From Luka V. (GM)): You're wounded 2, so you start your dying at 3
(From Luka V. (GM)): 4 is death
Luka V. (GM):
Lini
branch
melee strike
attack #2 14 finesse, magical
damage 4 bludgeoning
Lini
branch
melee strike
attack 17 finesse, magical
damage 10 bludgeoning
Lini
branch
melee strike
attack #3 7 finesse, magical
damage 14 bludgeoning
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 24
damage 8 piercing
Critical damage 18 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
Lini
branch
melee strike
attack 13 finesse, magical
damage 10 bludgeoning
Lini
branch
melee strike
attack #2 13 finesse, magical
damage 13 bludgeoning
Lini
branch
melee strike
attack #3 18 finesse, magical
damage 9 bludgeoning
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 10
damage 9 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack #2 5 Agile, finesse, trip

Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack #2 19 Agile, finesse, trip
damage 8 slashing
Critical damage 14 slashing

Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 16
damage 4
Critical damage 16
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
attack 18
damage 6 slashing
Critical damage 16 slashing
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
attack #2 5
damage 6 slashing
Critical damage 28 slashing
Luka V. (GM):
Lini
branch
melee strike
attack 16 finesse, magical
damage 12 bludgeoning
Lini
branch
melee strike
attack #2 26 finesse, magical
damage 3 bludgeoning
Lini
branch
melee strike
attack #3 22 finesse, magical
Critical!
damage 14 bludgeoning
Lini
branch
melee strike
Critical damage 10
Chris [Gary]:
(To GM)rolling 1d20
(
3
)
=
3
(From Luka V. (GM)): Oof
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
attack 24
damage 10 slashing
Critical damage 28 slashing
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
attack #2 9
damage 11 slashing
Critical damage 18 slashing
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
attack #3 3
damage 13 slashing
Critical damage 10 slashing
(From Luka V. (GM)): Very oof
Wilhelm [Sven]:
Sven Långkalsång
charisma
ability
5
Luka V. (GM):
Lini
branch
melee strike
attack 19 finesse, magical
damage 5 bludgeoning
Lini
branch
melee strike
attack #2 10 finesse, magical
damage 14 bludgeoning
Lini
branch
melee strike
attack #3 15 finesse, magical
damage 12 bludgeoning
Chris [Gary]:
(To GM)rolling 1d20
(
6
)
=
6
(From Luka V. (GM)): Oh you don't need to roll it was just to confuse others :(
(To GM): sad
(From Luka V. (GM)): Very :(
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 15 Two-hand d12
damage 18 slashing
Critical damage 44 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 23 Two-hand d12
damage 18 slashing
Critical damage 44 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 4 Two-hand d12
damage 20 slashing
Critical damage 24 slashing
(From Luka V. (GM)): You don't need to make a new character, just make a mock token to fool filip and will
Alda Evie Renalda Julietta Dracob the III:Rip to us
Cool Luka:boom
Ray (Alyssa):
LaLa
fortitude
saving throw
17
LaLa
PUNISHMENT
melee strike
attack 23 Agile, finesse, thrown 10 ft., versatile S
damage 4 piercing
LaLa
stealth
skill
22
crickets on a stick
Sugur Daddi:rat on a stick?
LaLa:Rat on a stick
rat burgers
Sugur Daddi:rat tacos
LaLa:Rat fried rice
Sugur Daddi:rat-atouille
LaLa:eyyyyy okay you win
Sugur Daddi::D
Filip [Alexander]:
Alexander "Železni" Zelov
perception
18
Alexander "Železni" Zelov
diplomacy
skill
17
Wilhelm [Sven]:you miss pronounsed "dead man"...
Filip [Alexander]:Imagine if Alex had to fight Sclavo
Bad times
Sven Långkalsång:
Sven Långkalsång
perception
24
Luka V. (GM):He would have had to do so
Filip [Alexander]:Bullet=missed
Sven Långkalsång:
Sven Långkalsång
athletics
skill
13
LaLa:aka luka got tired of this shenanigan
Luka V. (GM):I feel bad for you two just waiting when that's not until tomorrow lmao
Nex ttime bust a nut not a window
Much easier to hide
LaLa:lol valid
awwww hannah misses uuuussss
Filip [Alexander]:
Alexander "Železni" Zelov
perception
7
(From Luka V. (GM)): Curiously, you don't notice Bes approving or disapproving
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
16
(From Luka V. (GM)): Again, Bes doesn't approv or disapprrove
(To GM): sus
Luka V. (GM):5k gold is more equivalent to 500k dollars
Chris [Gary]:
Gary Kreeefrog (Chris)
society
skill
15
Filip [Alexander]:Ratus begoneus
Chris [Gary]:
Gary Kreeefrog (Chris)
arcana
skill
11
Gary Kreeefrog (Chris)
nature
skill
14
Gary Kreeefrog (Chris)
nature
skill
24
Filip [Alexander]:Now learn the biggus dickus spell
Thet's the real money bringer
Luka V. (GM):Sven needs that one now
Ray (Alyssa):lol
Filip [Alexander]:0,5 cm of fury
Ray (Alyssa):A whole new dating pool opened up to sven though, halflings and dwarves are now in range
Filip [Alexander]:It may be small...
But at least it's thin
I need a pp break
brb
Luka V. (GM):Daryl
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
20
Ray (Alyssa):
rolling 1d2
(
2
)
=
2
Alyssa Snapdragon
performance
skill
30
lol someone could give sclavo a pep night
Chris [Gary]:Chernobog, jealous of Ra, turned against him, leading to a disastrous battle. With Osiris' help, Ra fought Chernobog for 10 days and nights, ultimately defeating and killing him.
Ray (Alyssa):a/p/e/p
Luka V. (GM):Mfs when they find out about subjective perspectives in a world:
Filip [Alexander]:Did you just assume my gender?!
Ray (Alyssa):
Alyssa Snapdragon
crafting
skill
12
Luka V. (GM):investigating a dangerous forest full of giant spiders as the brave heroes you are
I am entertained by this
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 25
damage 9 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Sven Långkalsång:
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
Sven Långkalsång
Throw shit
ranged strike
attack 10
damage 12
Critical damage 28
Luka V. (GM):Mortal Throes
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
14
Sven Långkalsång:
Sven Långkalsång
performance
skill
5
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
15
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
17
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
10
Luka V. (GM):+6: +3 from practicing and +3 from you entertaining this so well
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
27
Filip [Alexander]:
Alexander "Železni" Zelov
deception
skill
5
Alexander "Železni" Zelov
intimidation
skill
12
Alexander "Železni" Zelov
intimidation
skill
13
Alexander "Železni" Zelov
diplomacy
skill
2
Alexander "Železni" Zelov
diplomacy
skill
13
Alexander "Železni" Zelov
wisdom
ability
12
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
13
Gary Kreeefrog (Chris)
Cleanse Affliction
divine spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Filip [Alexander]:
Alexander "Železni" Zelov
skill feats
single actiontwo-actionthree-actionfree actionreaction*
(To GM): When i have time i want to send my brother Oliver a letter and some money to invest in long lasting food and rat-be-gone components.
(From Luka V. (GM)): After the theater section, in 8 days. You're living and dying for this theater for the next week.
Filip [Alexander]:
Alexander "Železni" Zelov
perception
20
Ray (Alyssa):
Alyssa Snapdragon
perception
20
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
17
Wilhelm [Sven]:
Sven Långkalsång
perception
18
Filip [Alexander]:I would be honestly
Damn
I'm just a man
Alexander "Železni" Zelov
charisma
ability
12
Chris [Gary]:
Gary Kreeefrog (Chris)
diplomacy
skill
9
Gary Kreeefrog (Chris)
religion
skill
19
Wilhelm [Sven]:
Sven Långkalsång
Oversized Throw
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Chris [Gary]:
Gary Kreeefrog (Chris)
Cleanse Affliction
divine spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 4 bludgeoning
Critical damage 8 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC20
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
rolling 1d20
(
18
)
=
18
Ray (Alyssa):is sven gonna have to walk around on his knees?
Wilhelm [Sven]:
Sven Långkalsång
diplomacy
skill
15
(To GM): i want to try and cast Cleanse Affliction on myself , see if i can find my soul again
(From Luka V. (GM)): Does not work
(To GM): and Dispell magic
(From Luka V. (GM)): Does not work
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
4
Wilhelm [Sven]:
Sven Långkalsång
society
skill
12
Filip [Alexander]:?!?
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
15
Sven Långkalsång
diplomacy
skill
12
Filip [Alexander]:At least Tess can now feel how we feel
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
19
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
13
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
2
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
7
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
14
Wilhelm [Sven]:9!
Luka V. (GM):
rolling 1d6
(
2
)
=
2
rolling 1d6
(
5
)
=
5
Filip [Alexander]:Of good acting?
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
14
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
11
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
13
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
6
Chris [Gary]:
rolling 1d6
(
1
)
=
1
Filip [Alexander]:
rolling 1d6
(
5
)
=
5
Ray (Alyssa):
rolling 1d4
(
2
)
=
2
rolling 1d4
(
1
)
=
1
rolling 1d4
(
2
)
=
2
rolling 1d4
(
4
)
=
4
rolling 1d4
(
4
)
=
4
rolling 1d4
(
2
)
=
2
Ray (Alyssa):
rolling 1d4
(
2
)
=
2
rolling 1d4
(
1
)
=
1
rolling 1d4
(
4
)
=
4
Filip [Alexander]:kinda hot
Ray (Alyssa):
rolling 1d4
(
3
)
=
3
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
20
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
15
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
7
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
12
Ray (Alyssa):
rolling 1d6
(
4
)
=
4
Chris [Gary]:
rolling 2d6
(
1
+
5
)
=
6
Filip [Alexander]:
rolling 1d6
(
2
)
=
2
Wilhelm [Sven]:
rolling 1d6
(
3
)
=
3
Filip [Alexander]:
Alexander "Železni" Zelov
medicine
skill
4
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 2d8
(
2
+
7
)
=
9
2 points of healing
Filip [Alexander]:Is this the orgy part?
Ray (Alyssa):kinda?
Filip [Alexander]:My safeword is Pineapple
Ray (Alyssa):
Alyssa Snapdragon
will
saving throw
23
Filip [Alexander]:Who the hell got there worms?
Chris [Gary]:
Gary Kreeefrog (Chris)
will
saving throw
25
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
13
Sven Långkalsång
will
saving throw
20
Luka V. (GM):5
4
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
2
Filip [Alexander]:noce
Luka V. (GM):5
Filip [Alexander]:nice
Alexander "Železni" Zelov
will
saving throw
25
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
16
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
7
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
18
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
9
Ray (Alyssa):
rolling 1d6
(
1
)
=
1
Chris [Gary]:
rolling 1d6
(
4
)
=
4
Wilhelm [Sven]:
rolling 1d6
(
4
)
=
4
Chris [Gary]:
Gary Kreeefrog (Chris)
Cleanse Affliction
divine spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
5 points of healing
Ray (Alyssa):
Alyssa Snapdragon
Protection
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: touch
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (3rd) You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target.
You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws.
Chris [Gary]:
Gary Kreeefrog (Chris)
Poison Resistance
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 2
traits: Druid
Your affinity for the natural world grants you protection against some of its dangers. You gain poison resistance equal to half your level (2), and you gain a +1 status bonus to saving throws against poisons.
Luka V. (GM):1.) Winn first
2.) Icarus
3.) Rosa
4.) Archie
5.) Isis
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
25
Sven Långkalsång
reflex
saving throw
22
Sven Långkalsång
reflex
saving throw
18
Sven Långkalsång
reflex
saving throw
25
Sven Långkalsång
reflex
saving throw
25
Filip [Alexander]:
Alexander "Železni" Zelov
strength
ability
11
rolling 1d6
(
6
)
=
6
Alexander "Železni" Zelov
reflex
saving throw
29
Alexander "Železni" Zelov
reflex
saving throw
26
Alexander "Železni" Zelov
reflex
saving throw
30
Alexander "Železni" Zelov
reflex
saving throw
21
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
24
Gary Kreeefrog (Chris)
reflex
saving throw
10
Gary Kreeefrog (Chris)
reflex
saving throw
19
Luka V. (GM):1
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
19
Alyssa Snapdragon
reflex
saving throw
19
Luka V. (GM):10
3
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
29
Luka V. (GM):15
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
12
Luka V. (GM):6
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
19
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
14
Ray (Alyssa):
Alyssa Snapdragon
athletics
skill
18
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
18
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
7
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
30
Luka V. (GM):4
Ray (Alyssa):
Alyssa Snapdragon
athletics
skill
3
Luka V. (GM):5
Chris [Gary]:
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 18
damage 9 slashing or piercing
Critical damage 10 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
athletics
skill
12
Gary Kreeefrog (Chris)
performance
skill
14
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
20
Luka V. (GM):1
Chris [Gary]:
rolling 1d6
(
5
)
=
5
Gary Kreeefrog (Chris)
athletics
skill
19
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
25
Luka V. (GM):1
Wilhelm [Sven]:
Sven Långkalsång
Combat Climber
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
Your techniques allow you to fight as you climb. You're not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Sven Långkalsång
athletics
skill
21
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
22
Luka V. (GM):1
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
13
Ray (Alyssa):
Alyssa Snapdragon
athletics
skill
2
Alyssa Snapdragon
athletics
skill
9
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
31
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
21
Luka V. (GM):4
Ray (Alyssa):
Alyssa Snapdragon
athletics
skill
19
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
13
Luka V. (GM):4
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
24
Filip [Alexander]:
Alexander "Železni" Zelov
Quick Jump
skill feats
single actiontwo-actionthree-actionfree actionreaction*
skill: Athletics
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Alexander "Železni" Zelov
athletics
skill
25
Alexander "Železni" Zelov
performance
skill
6
Alexander "Železni" Zelov
performance
skill
12
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
20
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
20
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
2
Wilhelm [Sven]:
rolling 2d6
(
3
+
3
)
=
6
Ray (Alyssa):
rolling 1d6
(
4
)
=
4
Chris [Gary]:
rolling 1d6
(
2
)
=
2
Filip [Alexander]:
rolling 1d6
(
5
)
=
5
Ray (Alyssa):2 points of healing
4 points of healing
Wilhelm [Sven]:
Sven Långkalsång
Amulet of Acting
stowed item
quantity: 1
+4 performance
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
4
)
=
4
Luka V. (GM):You'll live... hopefully
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 9 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
12
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
2
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
13
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
27
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
21
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
26
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
13
Luka V. (GM):
Calsinica
fortitude
saving throw
16
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
27
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
28
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
29
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
20
Luka V. (GM):
Calsinica
initiative
perception
19
Chris [Gary]:
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 12
damage 3 slashing or piercing
Critical damage 12 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 6
damage 7 slashing or piercing
Critical damage 10 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 16
damage 12 slashing or piercing
Critical damage 16 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
performance
skill
10
rolling 1d4
(
1
)
=
1
Luka V. (GM):
Copy of Rosa
Animal form attack
melee strike
attack 27
damage 6
Critical damage 8
Copy of Rosa
Animal form attack
melee strike
attack 17
damage 8
Critical damage 12
Copy of Rosa
Animal form attack
melee strike
attack 19
damage 4
Critical damage 22
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 18
damage 12 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 15
damage 8 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
14
Luka V. (GM):
Copy of Icarus
Gorilla fist
melee strike
attack 16
damage 8 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack 16
damage 11 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack 19
damage 8 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):
Alyssa Snapdragon
Cold Iron Sickle of Striking
melee strike
attack 11 Agile, finesse, trip
damage 6 slashing
Critical damage 12 slashing

Alyssa Snapdragon
Intimidating Glare
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 2
traits: General, Skill
prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Demoralize [one-action]
Auditory, Concentrate, Emotion, Fear, Mental

With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you’re aware of. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.
Alyssa Snapdragon
intimidation
skill
19
Luka V. (GM):
Copy of Archie
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 14
damage 9 piercing
Critical damage 20 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Copy of Archie
intimidation
skill
26
FRIGHTENED: You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.
Wilhelm [Sven]:
Sven Långkalsång
Ladder (10 ft)
stowed item
bulk: 3
quantity: 1
price: 3 cp
Sven Långkalsång
Oversized Throw
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Sven Långkalsång
Oversized Throw
ranged strike
attack 11
damage 14 bludgeoning
Critical damage 24 bludgeoning
Range: 20
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
Throw shit
ranged strike
attack 17
damage 11
Critical damage 28
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Luka V. (GM):
Copy of Winn
Throw shit
ranged strike
attack 11
damage 11
Critical damage 22
Calsinica
Flaming Sword
melee strike
attack 10 Versatile P
damage 6 Slashing
additional damage 5 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 19 Versatile P
damage 7 Slashing
additional damage 5 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack 16 Versatile P
damage 8 Slashing
additional damage 6 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 17 Versatile P
damage 7 Slashing
additional damage 1 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Chris [Gary]:
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 19
damage 7
Critical damage 20
Wilhelm [Sven]:
Sven Långkalsång
conditions
Luka V. (GM):
Copy of Rosa
Animal form attack
melee strike
attack 29
Critical!
damage 9
Critical damage 26
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 28
damage 7 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 12 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Copy of Icarus
Gorilla fist
melee strike
attack 18
damage 10 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack #2 15
damage 9 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Copy of Icarus
Gorilla fist
melee strike
attack #3 16
damage 12 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 7 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {1D10+4}
{
(
8
)
+4
}
=
12
Alyssa Snapdragon
deception
skill
26
FRIGHTENED: You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.
rolling 1d6
(
1
)
=
1
Luka V. (GM):
Copy of Archie
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 23
damage 8 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
13
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 14 Two-hand d12
damage 21 slashing
Critical damage 32 slashing
Luka V. (GM):
Calsinica
Flaming Sword
melee strike
attack 10 Versatile P
damage 4 Slashing
additional damage 1 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 16 Versatile P
damage 4 Slashing
additional damage 6 fire
On a critical strike, Calsinica sets the target on fire, dealing 1 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 20
damage 11
Critical damage 10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 9
damage 9
Critical damage 10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 17
damage 6
Critical damage 24
Luka V. (GM):
Copy of Rosa
Animal form attack
melee strike
attack 18
damage 7
Critical damage 24
Copy of Rosa
Animal form attack
melee strike
attack #2 15
damage 6
Critical damage 32
Copy of Rosa
Animal form attack
melee strike
attack #3 3
damage 6
Critical damage 22
Copy of Winn
Oversized Throw
ranged strike
attack 14
damage 15 bludgeoning
Critical damage 30 bludgeoning
Range: 20
Copy of Winn
Rage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Barbarian, Concentrate, Emotion, Mental
action: 1-action
requirements: You aren't fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can't voluntarily stop raging. While you are raging:

You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can't use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.

After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can't Rage again for 1 minute.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 17
damage 12 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 19
damage 7 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
intimidation
skill
14
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 10 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Alyssa Snapdragon
deception
skill
26
FRIGHTENED: You’re gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs.
Filip [Alexander]:Punching makes me happy
Ray (Alyssa):
rolling 1d6
(
5
)
=
5
Luka V. (GM):
Copy of Archie
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 28
Critical!
damage 4 piercing
Critical damage 22 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
13
rolling 1d6
(
6
)
=
6
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 13 Two-hand d12
damage 20 slashing
Critical damage 34 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 12 Two-hand d12
damage 17 slashing
Critical damage 38 slashing
Luka V. (GM):
Copy of Winn
Oversized Throw
ranged strike
attack 7
damage 17 bludgeoning
Critical damage 28 bludgeoning
Range: 20
Calsinica
Flaming Sword
melee strike
attack 8 Versatile P
damage 2 Slashing
additional damage 6 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 5 Versatile P
damage 2 Slashing
additional damage 3 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 25
damage 6
Critical damage 20
Gary Kreeefrog (Chris)
performance
skill
13
rolling 1d6
(
1
)
=
1
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
4
)
=
4
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 23
damage 5 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 18
damage 10 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 15
damage 7 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 13
damage 8 piercing
Critical damage 22 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
performance
skill
19
rolling 1d6
(
1
)
=
1
Luka V. (GM):
Copy of Archie
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 14
damage 9 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Shield
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Wilhelm [Sven]:
Sven Långkalsång
perception
27
Luka V. (GM):
Copy of Winn
Oversized Throw
ranged strike
attack 20
damage 15 bludgeoning
Critical damage 38 bludgeoning
Range: 20
Calsinica
wisdom
ability
24
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
8
)
=
8
Gary Kreeefrog (Chris)
medicine
skill
13
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
27
Alexander "Železni" Zelov
Catch this
ranged strike
attack #2 16
damage 5
Critical damage 16
Alexander "Železni" Zelov
Catch this
ranged strike
attack #2 27
Critical!
damage 5
Critical damage 10
Alexander "Železni" Zelov
intimidation
skill
13
Luka V. (GM):
Copy of Archie
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 19
damage 6 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Wilhelm [Sven]:
Sven Långkalsång
Bashing Charge
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 2
action: 2-action
You smash, bust, and charge through solid obstacles without hesitation. Stride twice. Once during your movement, if your movement passes through or ends adjacent to a door, window, fence, wall, or similar obstacle, you can attempt an Athletics check to Force Open the obstacle with a +1 circumstance bonus to the roll; on a failure, your movement ends at that obstacle.
Sven Långkalsång
athletics
skill
18
Sven Långkalsång
athletics
skill
18
Sven Långkalsång
unarmed fist
melee strike
attack 11 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 18 bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack 26 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 14 bludgeoning
Luka V. (GM):
Copy of Winn
Throw shit
ranged strike
attack 13
damage 13
Critical damage 24
Calsinica
Flaming Sword
melee strike
attack 6 Versatile P
damage 2 Slashing
additional damage 4 fire
On a critical strike, Calsinica sets the target on fire, dealing 1 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 13 Versatile P
damage 2 Slashing
additional damage 5 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
19
Gary Kreeefrog (Chris)
Timber
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 6 bludgeoning
Critical damage 12 bludgeoning
action: 2-action
traits: Cantrip, Concentrate, Manipulate, Wood
area: 15-foot line
heightened effects: Heightened (+1) The initial damage increases by 1d4.
You create a small dead tree in your space that falls over on anyone in its path, then immediately decomposes. Any creature in the area takes 2d4 bludgeoning damage, with a basic Reflex saving throw.
basic saving throw reflex DC20
critical failure: A creature that critically fails its save is knocked for a loop, making it dazzled until the end of its next turn.
Luka V. (GM):This fight is suprisingly hard given they're all 2 levels below you
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 14
damage 9 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Wilhelm [Sven]:do you have to thow salt in our dead Alyssa?....
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 28
Critical!
damage 8 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):Yes
Ray (Alyssa):lol
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 4
damage 10 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Copy of Archie
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 9 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Copy of Archie
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 8 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Filip [Alexander]:SEND THE BITCH INTO THE ABYSSS!
Wilhelm [Sven]:
Sven Långkalsång
unarmed fist
melee strike
attack 22 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 16 bludgeoning
Filip [Alexander]:Fucking Angry Omelets
Wilhelm [Sven]:
Sven Långkalsång
unarmed fist
melee strike
attack #2 14 Agile, finesse, nonlethal, unarmed
damage 7 bludgeoning
Critical damage 12 bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #3 4 Agile, finesse, nonlethal, unarmed
damage 6 bludgeoning
Critical damage 16 bludgeoning
Luka V. (GM):
Calsinica
Flaming Sword
melee strike
attack 16 Versatile P
damage 4 Slashing
additional damage 5 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack 6 Versatile P
damage 1 Slashing
additional damage 6 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Copy of Winn
Throw shit
ranged strike
attack 22
damage 13
Critical damage 28
Famous last words
Chris [Gary]:
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 14
damage 8 slashing or piercing
Critical damage 16 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 13
damage 6 slashing or piercing
Critical damage 10 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Ray (Alyssa):good to see how id do in a fight against yall
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 15
damage 9 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 10 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
performance
skill
8
Alexander "Železni" Zelov
athletics
skill
6
Ray (Alyssa):
Alyssa Snapdragon
Stupefy
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC20
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Chris [Gary]:
Gary Kreeefrog (Chris)
will
saving throw
27
Luka V. (GM):Stupefied 1 Gary
Ray (Alyssa):
Alyssa Snapdragon
Shield
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: cantrip, concentrate, force
DURATION: until the start of your next turn
heightened effects: Heightened (+2) The shield’s Hardness increases by 5.
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell’s reaction to reduce damage from any spell or magical effect, even if it doesn’t deal physical damage. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes.
Wilhelm [Sven]:
Sven Långkalsång
Brass Ear
stowed item
quantity: 1
price: 1 gp
A brass ear is a short, flared tube with one end narrow enough to comfortably fit against the ear canal. When using it to listen through a door, window, thin wall, or similar barrier, if the barrier would normally increase the DC of your Perception check to hear sounds on the other side, the DC increases by only half as much as normal. It's not suitable for improving your hearing in general, a role better served by a hearing aids.
Sven Långkalsång
unarmed fist
melee strike
attack 27 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 14 bludgeoning
Sven Långkalsång
unarmed fist
melee strike
attack #2 14 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 12 bludgeoning
Luka V. (GM):
Calsinica
Flaming Sword
melee strike
attack 10 Versatile P
damage 3 Slashing
additional damage 2 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 6 Versatile P
damage 3 Slashing
additional damage 1 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Chris [Gary]:
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 15
damage 3 slashing or piercing
Critical damage 18 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 23
damage 8 slashing or piercing
Critical damage 14 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Gary Kreeefrog (Chris)
Gouging Claw
primal cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 10
damage 3 slashing or piercing
Critical damage 16 slashing or piercing
additional damage 2 persistent bleed
action: 2-action
traits: attack, concentrate, manipulate, morph
Range: touch
TARGET: 1 creature
heightened effects: Heightened (+1) The damage increases by 1d6 and the persistent bleed damage increases by 1.
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 2d6 slashing damage or 2d6 piercing damage, plus 2 persistent bleed damage. On a critical success, you deal double damage and double bleed damage.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 20
damage 12 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
15
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
5
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
19
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
8
Chris [Gary]:
rolling 1d6
(
2
)
=
2
Ray (Alyssa):
rolling 1d6
(
5
)
=
5
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
18
STUPEFIED: Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores.
Gary Kreeefrog (Chris)
religion
skill
17
Gary Kreeefrog (Chris)
arcana
skill
13
Filip [Alexander]:she dead bro
ripperoni pepperoni
Wilhelm [Sven]:
Sven Långkalsång
perception
29
Ray (Alyssa):Ive died twice weee
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
14
Filip [Alexander]:
Alexander "Železni" Zelov
perception
12
Chris [Gary]:3 points of healing
5 points of healing
Filip [Alexander]:
rolling 1d8
(
8
)
=
8
healing potion
Luka V. (GM):6 points of healing
Filip [Alexander]:questioning=waterboarding
LETS FINISH THE DAMN PLAY
Luka V. (GM):1d6 sven
Wilhelm [Sven]:
rolling 1d6
(
3
)
=
3
Sven Långkalsång
perception
10
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
19
Luka V. (GM):
Demon Army
initiative
perception
19
Ray (Alyssa):
Calsinica
initiative
perception
15
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
11
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
21
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Filip [Alexander]:
Alexander "Železni" Zelov
Catch this
ranged strike
attack 19
damage 6
Critical damage 12
Alexander "Železni" Zelov
performance
skill
2
rolling 2d6
(
3
+
5
)
=
8
Luka V. (GM):
Alexander "Železni" Zelov
Catch this
ranged strike
attack 14
damage 8
Critical damage 10
Demon Army
Tridents (jaws)
melee strike
attack 32 reach 10 feet
Critical!
damage 4 piercing
Demon Army
Tridents (jaws)
melee strike
attack 32 reach 10 feet
Critical!
damage 12 piercing
Demon Army
Tridents (jaws)
melee strike
attack 14 reach 10 feet
damage 5 piercing
Demon Army
Claws
melee strike
attack #2 28 agile, reach 10 feet
Critical!
damage 9 slashing
Demon Army
Claws
melee strike
attack #2 16 agile, reach 10 feet
damage 9 slashing
Luka V. (GM):
Demon Army
Claws
melee strike
attack #2 26 agile, reach 10 feet
damage 7 slashing
Demon Army
Tridents (jaws)
melee strike
Critical damage 20
Demon Army
Tridents (jaws)
melee strike
Critical damage 22
Demon Army
Claws
melee strike
Critical damage 14
Ray (Alyssa):
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Calsinica
Flaming Sword
melee strike
attack 17 Versatile P
damage 1 Slashing
additional damage 1 fire
On a critical strike, Calsinica sets the target on fire, dealing 1 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 20 Two-hand d12
damage 12 slashing
Critical damage 30 slashing
rolling 1d6
(
1
)
=
1
Filip [Alexander]:That escalated quickly
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 16
damage 9
Critical damage 28
Filip [Alexander]:pain
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 20
damage 8
Critical damage 14
Luka V. (GM):[[.].]
Demon Army
Tridents (jaws)
melee strike
attack 17 reach 10 feet
damage 8 piercing
Demon Army
Tridents (jaws)
melee strike
attack 29 reach 10 feet
damage 4 piercing
Demon Army
Claws
melee strike
attack #2 13 agile, reach 10 feet
damage 7 slashing
Demon Army
Claws
melee strike
attack #2 27 agile, reach 10 feet
damage 4 slashing
Demon Army
Claws
melee strike
attack #3 5 agile, reach 10 feet
damage 11 slashing
Luka V. (GM):
Demon Army
Claws
melee strike
attack #3 8 agile, reach 10 feet
damage 5 slashing
Demon Army
Tridents (jaws)
melee strike
attack 14 reach 10 feet
damage 5 piercing
Demon Army
Claws
melee strike
attack #2 15 agile, reach 10 feet
damage 8 slashing
Demon Army
Claws
melee strike
attack #3 9 agile, reach 10 feet
damage 6 slashing
Ray (Alyssa):
Calsinica
Flaming Sword
melee strike
attack 17 Versatile P
damage 5 Slashing
additional damage 1 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 18 Versatile P
damage 5 Slashing
additional damage 2 fire
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #3 14 Versatile P
damage 8 Slashing
additional damage 4 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Filip [Alexander]:Good thing i udes up all the crits
used*
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 19 Two-hand d12
damage 22 slashing
Critical damage 24 slashing
Filip [Alexander]:life is pain
Wilhelm [Sven]:
rolling 1d6
(
4
)
=
4
Sven Långkalsång
Bastard Sword
melee strike
attack #2 22 Two-hand d12
Luka V. (GM):
Sven Långkalsång
Bastard Sword
melee strike
attack #3 5 Two-hand d12
damage 18 slashing
Critical damage 26 slashing
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 15
damage 3
Critical damage 20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 21
damage 6
Critical damage 18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 6
damage 4
Critical damage 24
Luka V. (GM):
Demon Army
Tridents (jaws)
melee strike
attack 26 reach 10 feet
damage 5 piercing
Demon Army
Claws
melee strike
attack #2 21 agile, reach 10 feet
damage 6 slashing
Demon Army
Claws
melee strike
attack #3 15 agile, reach 10 feet
damage 8 slashing
Ray (Alyssa):
Calsinica
Flaming Sword
melee strike
attack 21 Versatile P
damage 1 Slashing
additional damage 5 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
attack #2 10 Versatile P
damage 8 Slashing
additional damage 3 fire
On a critical strike, Calsinica sets the target on fire, dealing 3 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Chris [Gary]:
Gary Kreeefrog (Chris)
nature
skill
13
Filip [Alexander]:
rolling 1d8
(
4
)
=
4
Chris [Gary]:
rolling 1d8
(
7
)
=
7
Gary Kreeefrog (Chris)
nature
skill
15
Filip [Alexander]:pain
gome me something for the pain and let me die
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
1
Ray (Alyssa):
Calsinica
performance
skill
21
Wilhelm [Sven]:
Sven Långkalsång
performance
skill
18
Chris [Gary]:
rolling 2d6
(
4
+
2
)
=
6
Filip [Alexander]:I didn't get papers
LIIIIIINEE
Ray (Alyssa):me neither oh well
Filip [Alexander]:IT'S JESUS!
Ray (Alyssa):ooooooooooooooooooooooo
Filip [Alexander]:aww
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
1
Gary Kreeefrog (Chris)
performance
skill
2
rolling 1d6
(
4
)
=
4
Gary Kreeefrog (Chris)
nature
skill
21
rolling 2d8
(
6
+
8
)
=
14
Thinking back on it, you saw minor changes in Alyssa's behaviour after her death in the Feywild. You are fairly certain she came back as a doppelganger after that.
Chris [Gary]:
Gary Kreeefrog (Chris)
nature
skill
15
(To GM): i'm going try and prod myself with silverware
Chris [Gary]:
Gary Kreeefrog (Chris)
nature
skill
21
Gary Kreeefrog (Chris)
nature
skill
28
rolling 2d8
(
1
+
2
)
=
3
rolling 4d8
(
3
+
1
+
3
+
7
)
=
14
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
3
A doppleganger....KILL HIM
Alexander "Železni" Zelov
perception
20
Wilhelm [Sven]:
Sven Långkalsång
perception
20
Filip [Alexander]:prepare to get fotked
forked
Ray (Alyssa):
Alyssa Snapdragon
Lie to Me
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
Alyssa Snapdragon
Confabulator
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 2
traits: General, Skill
prerequisites: expert in Deception
Even when caught in falsehoods, you pile lie upon lie. Reduce the circumstance bonus a target gains for your previous attempts to Create a Diversion or Lie to it from +4 to +2. If you’re a master in Deception, reduce the bonus to +1, and if you’re legendary, your targets don’t get these bonuses at all.
Alyssa Snapdragon
Melodious Spell
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
traits: Bard, Concentrate, Spellshape
action: 1-action
You subtly weave your spellcasting into a performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
Filip [Alexander]:I like hearing Luka in a robot voice
L-1000
Damn you internet
Ray (Alyssa):annnnnnnnnnnnnnnnddddddddd its a temptation go figure
Luka V. (GM):You could have all of this again. Your entire family, alive and happy. Think on it
Chris [Gary]:
rolling 1d20
(
1
)
=
1
Wilhelm [Sven]:
rolling 1d20
(
9
)
=
9
Ray (Alyssa)::/
Chris [Gary]:Maybe i am a doppleganger with these rolls
Ray (Alyssa):maybe you are
Filip [Alexander]:MY POINT EXACTLY
I Cose the only one that isn't a doppleganger
Chris [Gary]:
Gary Kreeefrog (Chris)
Root Reading
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate, wood
area: 30-foot emanation
You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or larger creatures in the area, you learn of their presence and they're undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a +1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check.
Wilhelm [Sven]:
Sven Långkalsång
perception
22
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Sven Långkalsång
fortitude
saving throw
27
Luka V. (GM):Sven is so innocent
Chris [Gary]:
Gary Kreeefrog (Chris)
deception
skill
17
Gary Kreeefrog (Chris)
perception
25
Gary Kreeefrog (Chris)
Detect Magic
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Ray (Alyssa):
Alyssa Snapdragon
stealth
skill
26
Chris [Gary]:
Gary Kreeefrog (Chris)
stealth
skill
9
Luka V. (GM):
rolling 1d20
(
7
)
=
7
Filip [Alexander]:Search her bush
Ray (Alyssa):
Alyssa Snapdragon
thievery
skill
17
Chris [Gary]:
Gary Kreeefrog (Chris)
Read Aura
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Ray (Alyssa):
Alyssa Snapdragon
arcana
skill
9
Alyssa Snapdragon
arcana
skill
16
Filip [Alexander]:
Alexander "Železni" Zelov
stealth
skill
26
Wilhelm [Sven]:
Sven Långkalsång
stealth
skill
20
Filip [Alexander]:HIT HER
Ray (Alyssa):DO IT
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Alyssa Snapdragon
thievery
skill
26
Filip [Alexander]:
Alexander "Železni" Zelov
perception
23
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
23
Gary Kreeefrog (Chris)
Detect Magic
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Filip [Alexander]:Damn you internet...
Don't fail me now
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
21
Ray (Alyssa):
Alyssa Snapdragon
perception
9
Chris [Gary]:
rolling 1d3
(
1
)
=
1
(To GM): is there a punch bowl or something that everyone is drinking from ?
(To GM): i have a vial of "horny drugs" that i got earlier
(From Luka V. (GM)): Oh lmao
(From Luka V. (GM)): Yes
(To GM): let's go!
Ray (Alyssa):nailed it
Luka V. (GM):1,600gp each except Sven
Filip [Alexander]:Aah good, missed that part
Luka V. (GM):It's on your beds in a chest, you have the key
Filip [Alexander]:Tried to restart my mobile internet
No real effect
Luka V. (GM):f
Chris [Gary]:
Gary Kreeefrog (Chris)
diplomacy
skill
2
Gary Kreeefrog (Chris)
diplomacy
skill
18
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
21
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
21
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
26
rolling 1d6
(
5
)
=
5
Ray (Alyssa):
rolling 1d6
(
5
)
=
5
Wilhelm [Sven]:
rolling 1d6
(
4
)
=
4
Filip [Alexander]:
rolling 1d6
(
1
)
=
1
Ray (Alyssa):
rolling 1d6
(
6
)
=
6
GARRYYY WHAT DID YOU DO
Chris [Gary]::)
Ray (Alyssa):oh no
OH NO
OH NOOO
Wilhelm [Sven]:
Sven Långkalsång
intimidation
skill
14
Filip [Alexander]:Prepare to het crushed
Thick thighs save lives
Search her bush
Wilhelm [Sven]:
rolling 1d2
(
1
)
=
1
Ray (Alyssa):
rolling 1d20
(
20
)
=
20
Luka V. (GM):
Calsinica
wisdom
ability
20
lol that shouldn't be +10
Calsinica
wisdom
ability
6
Filip [Alexander]:Lost internet this time
Luka V. (GM):(you do not, Gary)
Filip [Alexander]:death
Ray (Alyssa):lol
Filip [Alexander]:that is all that i can offer
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
8
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
16
Luka V. (GM):
Calsinica
performance
skill
16
Ray (Alyssa):
Alyssa Snapdragon
Musical Accompaniment
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Luka V. (GM):28
Wilhelm [Sven]:
Sven Långkalsång
perception
18
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
19
Alexander "Železni" Zelov
perception
25
Luka V. (GM):• The secret of the shadow beasts is safe
• Someone in the theatre has been tagged by the beasts
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
12
bullet =dogdeg
doged
Ray (Alyssa):dodged
Luka V. (GM):dodged
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
11
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
16
Luka V. (GM):
Shadow Beast
initiative
stealth
20
Shadow Beast
Jaws
melee strike
attack 21 Agile
damage 5 Piercing
Shadow Assault
Shadow Beast
Claws
melee strike
attack #2 16
damage 9 Slashing
Shadow Beast
Shadow Assault
offensive or proactive abilities
A creature bitten by a shadow beast must suceed on a DC 18 Will saving throw or become infested with darkened thoughts.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
26
Luka V. (GM):
Shadow Beast
Jaws
melee strike
attack 13 Agile
damage 6 Piercing
Shadow Assault
Shadow Beast
Claws
melee strike
attack #2 15
damage 8 Slashing
Shadow Beast
Claws
melee strike
attack #3 13
damage 7 Slashing
Ray (Alyssa):
Alyssa Snapdragon
perception
10
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
15
Wilhelm [Sven]:
Sven Långkalsång
Lantern (Hooded)
stowed item
bulk: L
quantity: 1
price: 7 sp
A hooded lantern sheds light in a 30-foot radius (and dim light in the next 30 feet) and is equipped with shutters, which you can close to block the light. Closing or opening the shutters takes an Interact action.
Luka V. (GM):
Calsinica
initiative
perception
15
Filip [Alexander]:
Alexander "Železni" Zelov
unarmed fist
melee strike
attack 26 Agile, finesse, nonlethal, unarmed
damage 7 bludgeoning
Critical damage 20 bludgeoning
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2 15 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 12 bludgeoning
Luka V. (GM):
Shadow Beast Hunter
fortitude
saving throw
27
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Shadow Beast Hunter
Jaws
melee strike
attack 18 Agile
damage 10 Piercing
Shadow Assault
Shadow Beast Hunter
Claws
melee strike
attack #2 8
damage 6 Slashing
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
26
Luka V. (GM):
Shadow Beast Hunter
Attack of Opportunity
automatic and reactive abilities
A shadow beast is a part of the shadows, and it has the attack of opportunity reaction against creatures in dim light or darkness.
Shadow Beast Hunter
Jaws
melee strike
attack 13 Agile
damage 8 Piercing
Shadow Assault
Wilhelm [Sven]:
Sven Långkalsång
Oversized Throw
ranged strike
attack 25
damage 18 bludgeoning
Critical damage 36 bludgeoning
Range: 20
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 15
damage 7 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 15
damage 12 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
4
Luka V. (GM):
Shadow Beast Hunter
Snuff
offensive or proactive abilities
action type: 2 Actions
The shadow beast snuffs all the lights in a 60-foot radius.
Shadow Beast Hunter
stealth
skill
32
Filip [Alexander]:
Alexander "Železni" Zelov
perception
22
Luka V. (GM):
Shadow Beast Hunter
Jaws
melee strike
attack 13 Agile
damage 9 Piercing
Shadow Assault
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 31
damage 9 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 15
damage 7 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Shadow Beast Hunter
fortitude
saving throw
27
+1 status bonus to all saves against magic, +4 status to all saves vs mental effects
Shadow Beast Hunter
stealth
skill
22
Shadow Beast Hunter
Jaws
melee strike
attack 16 Agile
damage 13 Piercing
Shadow Assault
Shadow Beast Hunter
Shadow Assault
offensive or proactive abilities
A creature bitten by a shadow beast hunter must suceed on a DC 20 Will saving throw or become infested with darkened thoughts.
Critical Success Unaffected.
Success Sickened 1.
Failure Sickened 2.
Critical Failure Sickened 2 and the target takes an extra 1d4 points of mental damage.
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
17
Sven Långkalsång
Powerful Leap
general feats
single actiontwo-actionthree-actionfree actionreaction*
level: 2
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Sven Långkalsång
athletics
skill
16
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
athletics
skill
18
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Combat Climber
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
Your techniques allow you to fight as you climb. You're not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Sven Långkalsång
thievery
skill
25
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Ray (Alyssa):
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Chris [Gary]:
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
25
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 27
damage 10 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
he focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 15
damage 9 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Shadow Beast Hunter
acrobatics
skill
20
Wilhelm [Sven]:
Sven Långkalsång
Oversized Throw
ranged strike
attack 12
damage 14 bludgeoning
Critical damage 26 bludgeoning
Range: 20
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Ray (Alyssa):
Calsinica
Set Aflame
offensive or proactive abilities
action type: 1 Action
source : Ancestry
traits: Magical, Fire
Calsinica sets an object or a weapon aflame. It sheds bright light in a 20-foot radius and deals an additional 1d6 poins of fire damage.
Calsinica
Flaming Sword
melee strike
attack 25 Versatile P
Critical!
damage 1 Slashing
additional damage 6 fire
On a critical strike, Calsinica sets the target on fire, dealing 4 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Calsinica
Flaming Sword
melee strike
Critical damage 14
On a critical strike, Calsinica sets the target on fire, dealing 2 points of persistent fire damage every turn. She gains +4 to All Charisma-based checks against targets.
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 13
damage 9
Critical damage 10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 9
damage 8
Critical damage 20
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 3
damage 6
Critical damage 12
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 27
damage 9 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 23
damage 9 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 26
damage 5 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Wilhelm [Sven]:
Sven Långkalsång
Jeans
stowed item
quantity: 1
Ray (Alyssa):did gary break bro code by bedding a woman a bro had interest in?
Filip [Alexander]:yes
Ray (Alyssa):Gary how could you break bro coooddeee!!!
Filip [Alexander]:THE BRO CODE
Ray (Alyssa):GARY IS NO LONGER A BRO
Chris [Gary]:i follow the BES code
Filip [Alexander]:Killing shadow demons opens ones appetite
Wilhelm [Sven]:
Sven Långkalsång
perception
14
Chris [Gary]:
Gary Kreeefrog (Chris)
survival
skill
23
Wilhelm [Sven]:
Sven Långkalsång
Compass
stowed item
quantity: 1
price: 1 gp
A compass helps you Sense Direction or navigate, provided you're in a location with uniform magnetic fields. Without a compass, you take a –2 item penalty to these checks (similar to using a shoddy item).
Sven Långkalsång
survival
skill
16
Sven Långkalsång
Dildos
stowed item
quantity: 2
rolling 2d4
(
2
+
4
)
=
6
Sven Långkalsång
perception
12
Chris [Gary]:
Gary Kreeefrog (Chris)
Read Aura
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Gary Kreeefrog (Chris)
Detect Magic
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Wilhelm [Sven]:
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
rolling 1d100
(
48
)
=
48
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
20
Wilhelm [Sven]:
Sven Långkalsång
perception
25
Filip [Alexander]:
Alexander "Železni" Zelov
perception
17
Wilhelm [Sven]:
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Luka V. (GM):lead
Wilhelm [Sven]:
Sven Långkalsång
Piton
stowed item
quantity: 2
price: 1 cp
These small spikes can be used as anchors to make climbing easier. To affix a piton, you must hold it in one hand and use a hammer to drive it in with your other hand. You can attach a rope to the hammered piton so that you don't fall all the way to the ground on a critical failure while Climbing.
Sven Långkalsång
Torch
stowed item
bulk: L
quantity: 5
price: 1 cp
A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.
Luka V. (GM):I love how everyone threw out the idea of finding a way to open this obvious door
Filip [Alexander]:team BRAWN
no beain
brain
Ray (Alyssa):lets go fight a shadow beast lair in the cover of darkness
Wilhelm [Sven]:
Sven Långkalsång
Prescient Planner
general feats
single actiontwo-actionthree-actionfree actionreaction*
level: 3
requirements: You haven't used this ability since the last time you were able to purchase goods.
You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased - you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered.
Sven Långkalsång
Labor Lore
skill
12
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
24
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
19
Filip [Alexander]:
Alexander "Železni" Zelov
stealth
skill
18
Chris [Gary]:
Gary Kreeefrog (Chris)
Root Reading
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate, wood
area: 30-foot emanation
You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or larger creatures in the area, you learn of their presence and they're undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a +1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check.
Wilhelm [Sven]:
Sven Långkalsång
Lawn chair
stowed item
bulk: 1
quantity: 1
Filip [Alexander]:
Alexander "Železni" Zelov
perception
19
Chris [Gary]:Is the area fey ?
Gary Kreeefrog (Chris)
nature
skill
17
Filip [Alexander]:oh no...a BLOOD DIAMOND
Ray (Alyssa):
Alyssa Snapdragon
occultism
skill
20
Chris [Gary]:
Gary Kreeefrog (Chris)
will
saving throw
26
Gary Kreeefrog (Chris)
nature
skill
32
Ray (Alyssa):
Alyssa Snapdragon
will
saving throw
14
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
20
Ray (Alyssa):
Alyssa Snapdragon
acrobatics
skill
21
Alyssa Snapdragon
thievery
skill
10
Alyssa Snapdragon
thievery
skill
23
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
17
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
23
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
20
Wilhelm [Sven]:
Sven Långkalsång
perception
11
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
26
Alexander "Železni" Zelov
initiative
perception
26
Luka V. (GM):
Greater Shadow
initiative
stealth
25
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
23
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
19
Luka V. (GM):hoarse
Greater Shadow
shadow hand
melee strike
attack 31 finesse, magical
damage 8 void
Greater Shadow
shadow hand
melee strike
attack #2 26 finesse, magical
damage 18 void
Greater Shadow
shadow hand
melee strike
attack #3 9 finesse, magical
damage 23 void
Greater Shadow
shadow hand
melee strike
Critical damage 30
Greater Shadow
Steal Shadow
offensive or proactive abilities
action type: 1
traits: divine, necromancy
The shadow hit a living creature with a shadow hand Strike on its previous action; Effect The shadow pulls at the target's shadow, making the creature enfeebled 2 (or enfeebled 3 on a critical hit). This is cumulative with other enfeebled conditions from shadows, to a maximum of enfeebled 4. The enfeebled value from Steal Shadow decreases by 1 every hour.
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 1d8
(
7
)
=
7
rolling 1d8
(
5
)
=
5
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 25
damage 6 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Wilhelm [Sven]:
rolling 1d20
(
6
)
=
6
Sven Långkalsång
Oversized Throw
ranged strike
attack 26
damage 19 bludgeoning
Critical damage 36 bludgeoning
Range: 20
Sven Långkalsång
Oversized Throw
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Luka V. (GM):
Alexander "Železni" Zelov
Enfeebled
conditions - Value: 4
You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
25
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Filip [Alexander]:
Alexander "Železni" Zelov
Mystic Strikes
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
Focusing your will into your physical attacks imbues
them with mystical energy. Your unarmed attacks
become magical, allowing them to get past resistances to
non-magical attacks. However, you still need an item such
as handwraps of mighty blows to gain an item bonus to
attack rolls or increase your attacks’ weapon damage dice.
Chris [Gary]:
Gary Kreeefrog (Chris)
Full set of silverware
stowed item
quantity: 1
Wilhelm [Sven]:Would Alexanders shadow also start combats unconsiouse?
Luka V. (GM):lol probably
Chris [Gary]:heheh
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 20
damage 3 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 7 bludgeoning
Critical damage 6 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Luka V. (GM):
Greater Shadow
Darkness (At.will)
offensive or proactive abilities
action type: 2 Actions
traits: Occult
You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell's rank or lower. Light can't pass through, so creatures in the area can't see outside. From outside, it appears as a globe of pure darkness.
Greater Shadow
shadow hand
melee strike
attack 22 finesse, magical
damage 21 void
Chris [Gary]:
Gary Kreeefrog (Chris)
Dispel Magic
arcane spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 120 feet
TARGET: 1 spell effect or unattended magic item
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.
rolling 1d20
(
11
)
=
11
rolling 1d20
(
1
)
=
1
Gary Kreeefrog (Chris)
Full set of silverware
stowed item
quantity: 1
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
30
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
27
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
25
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
13
Luka V. (GM):
Greater Shadow
reflex
saving throw
24
Ray (Alyssa):
Alyssa Snapdragon
Sure Strike
arcane innate spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: concentrate, fortune
DURATION: until the end of your turn
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 27
damage 6 piercing
Critical damage 18 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 27
damage 6 piercing
Critical damage 20 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Filip [Alexander]:
rolling 1d20
(
13
)
=
13
Luka V. (GM):
Greater Shadow
shadow hand
melee strike
attack 37 finesse, magical
damage 16 void
Greater Shadow
shadow hand
melee strike
Critical damage 40
Filip [Alexander]:hello darkness my old friend
I've come to talk to you again
Luka V. (GM):
Greater Shadow
shadow hand
melee strike
attack #2 26 finesse, magical
damage 21 void
Filip [Alexander]:pussy
A chicken maybe?
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
Luka V. (GM):
Greater Shadow
fortitude
saving throw
22
Chris [Gary]:
rolling 1d8
(
3
)
=
3
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword
melee strike
attack 25 Two-hand d12
damage 11 slashing
Critical damage 24 slashing
Sven Långkalsång
Bastard Sword
melee strike
attack #2 9 Two-hand d12
damage 13 slashing
Critical damage 30 slashing
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 8 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10+4
(
9
)
+4
=
13
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 13
damage 4 bludgeoning
Critical damage 6 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 14
damage 3 bludgeoning
Critical damage 2 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 23
damage 5 bludgeoning
Critical damage 4 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Luka V. (GM):
Greater Shadow
fortitude
saving throw
12
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
primal spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC20
rolling 1d8
(
8
)
=
8
Luka V. (GM):
Greater Shadow
fortitude
saving throw
31
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 28 Two-hand d12
damage 21 slashing
Critical damage 38 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 24 Two-hand d12
damage 22 slashing
Critical damage 24 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 14 Two-hand d12
damage 16 slashing
Critical damage 28 slashing
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 20
damage 5 piercing
Critical damage 18 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 15
damage 0 bludgeoning
Critical damage 8 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 7 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Luka V. (GM):
Greater Shadow
fortitude
saving throw
16
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 7
damage 6 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

ENFEEBLED: You're physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.
Luka V. (GM):
Greater Shadow
shadow hand
melee strike
attack 30 finesse, magical
damage 10 void
Greater Shadow
shadow hand
melee strike
Critical damage 20
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
primal spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC20
rolling 1d8
(
4
)
=
4
Luka V. (GM):
Greater Shadow
fortitude
saving throw
29
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 28 Two-hand d12
damage 18 slashing
Critical damage 38 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 15 Two-hand d12
damage 19 slashing
Critical damage 22 slashing
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 1 Two-hand d12
damage 14 slashing
Critical damage 30 slashing
Luka V. (GM):"Swine finally hitting something" damn
Chris [Gary]:
Gary Kreeefrog (Chris)
Treat wounds
action
single actiontwo-actionthree-actionfree actionreaction*
action type: Other 10 min
requirements: You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains


Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.

Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
Gary Kreeefrog (Chris)
medicine
skill
17
rolling 1d8
(
6
)
=
6
rolling 1d8
(
2
)
=
2
Gary Kreeefrog (Chris)
perception
31
Ray (Alyssa):
Alyssa Snapdragon
thievery
skill
22
Chris [Gary]:
rolling 1d20
(
15
)
=
15
Ray (Alyssa):
rolling 1d20
(
7
)
=
7
Filip [Alexander]:
rolling 1d20
(
12
)
=
12
Wilhelm [Sven]:
rolling 1d20
(
18
)
=
18
Sven Långkalsång
Ducane letter
stowed item
quantity: 1
Filip [Alexander]:Swords=gay
Fist=sigma
Chris [Gary]:
Gary Kreeefrog (Chris)
religion
skill
18
Ray (Alyssa):awwww papa alexander is showing
stealth training for alex
Alyssa Snapdragon
performance
skill
29
rolling 1d100
(
62
)
=
62
Filip [Alexander]:We need to tie your father to a tree
He's costing more than the guild
Chris [Gary]:maybe he is a doppleganger
Filip [Alexander]:With all that money he hould live in a golden house filled with hookers
Chris [Gary]:poke him with the fork
Filip [Alexander]:Can we just give him money to not gamble
We could try
Chris [Gary]:We could enroll him in the fight club :)
to get some discipline
Ray (Alyssa):HE MIGHT need fight club discipline;;
cause damn
Chris [Gary]::D
Wilhelm [Sven]:https://2e.aonprd.com/Equipment.aspx?ID=2910
Ray (Alyssa):...Right?
RIGHT???
lol ermolos gets it now
Filip [Alexander]:brb
back
Luka V. (GM):Whelacum back
She did talk to Sven about it lol
As you two are talking, you see Alex desperately trying to get away from Hannah and Aemond, who are bombaring him with questions.
bombarding*
Filip [Alexander]:lord help
I dumb
I dunno
Chris [Gary]:Ah, CTE—the brain's way of saying, "You've taken one too many hits to the head, my friend." Chronic Traumatic Encephalopathy is that delightful condition you get when you’ve been bonked on the noggin so many times that your brain decides to throw in the towel. It’s most famous among athletes who think that repeatedly slamming their heads into other things (or people) is a good idea
Ray (Alyssa):PARIAH GARY
Luka V. (GM):Perry
Wilhelm [Sven]:
Sven Långkalsång
perception
29
Filip [Alexander]:Don't put this on mee
Ray (Alyssa):
Alyssa Snapdragon
Musical Accompaniment
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Chris [Gary]:
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 17
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (1)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Filip [Alexander]:Can't we somehow lure them to Vassindos house
Make him deal with it
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
22
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
29
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
15
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
12
Luka V. (GM):
Rat Swarm
initiative
perception
10
Filip [Alexander]:
Alexander "Železni" Zelov
intimidation
skill
16
Alexander "Železni" Zelov
Catch this
ranged strike
attack 21
damage 7
Critical damage 12
rolling 1d8
(
1
)
=
1
Ray (Alyssa):
Alyssa Snapdragon
intimidation
skill
27
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Chris [Gary]:
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 5
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (3)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Gary Kreeefrog (Chris)
dexterity
ability
11
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 13
damage 12
Critical damage 22
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
25
Luka V. (GM):
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 5 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Rat, Giant
jaws
melee strike
attack 25 agile, finesse
damage 6 piercing
Ray (Alyssa):
Alyssa Snapdragon
Blood Vendetta
spell level 2
single actiontwo-actionthree-actionfree actionreaction*
damage 8 see text
Critical damage 8 see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC14
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
Alyssa Snapdragon
Blood Vendetta
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
damage 5 see text
Critical damage 8 see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC20
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
Luka V. (GM):
Rat, Giant
will
saving throw
21
8
Rat, Giant
jaws
melee strike
attack 15 agile, finesse
damage 7 piercing
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 3 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
27
Luka V. (GM):
Rat, Giant
jaws
melee strike
attack 11 agile, finesse
damage 3 piercing
15
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 22
damage 12 bludgeoning
Critical damage 10 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 28
damage 10 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):
Alyssa Snapdragon
Eat Fire
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
rolling 1d8
(
3
)
=
3
Alyssa Snapdragon
YEET
ranged strike
attack 21
damage 0
Critical damage 0
Alyssa Snapdragon
thievery
skill
9
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
rolling 1d20
(
18
)
=
18
Chris [Gary]:
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Gary Kreeefrog (Chris)
dexterity
ability
6
Gary Kreeefrog (Chris)
dexterity
ability
13
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 5
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (8)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
Luka V. (GM):
Rat, Giant
reflex
saving throw
27
Rat Swarm
reflex
saving throw
8
Filip [Alexander]:Really min maxing these rolls
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 25
damage 14
Critical damage 22
rolling 1d8
(
3
)
=
3
Sven Långkalsång
Bastard Sword 2h No Rage
melee strike
attack 25
damage 16 slashing
Critical damage 26 slashing
Luka V. (GM):2
Rat Swarm
reflex
saving throw
15
Rat, Giant
reflex
saving throw
15
Rat, Giant
jaws
melee strike
attack 16 agile, finesse
damage 2 piercing
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 5 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
15
Alyssa Snapdragon
reflex
saving throw
18
Luka V. (GM):
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 6 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
9
Sven Långkalsång
reflex
saving throw
8
Luka V. (GM):1
5
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
14
Alexander "Železni" Zelov
athletics
skill
14
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 22
damage 12 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 11 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Chris [Gary]:
Gary Kreeefrog (Chris)
Grease
arcane spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 4 contiguous 5-foot squares or; Targets 1 object of 1 Bulk or less
DURATION: 1 minute
You conjure grease, choosing an area or target.
Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell’s duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn’t have to attempt a check or save.
Target If you Cast the Spell on an unattended object, anyone trying to pick up the object must succeed at an Acrobatics check or Reflex save against your spell DC to do so. If you target an attended object, the creature that has the object must attempt an Acrobatics check or Reflex save. On a failure, the holder or wielder takes a –2 circumstance penalty to all checks that involve using the object; on a critical failure, the holder or wielder releases the item. The object lands in an adjacent square of the GM’s choice. If you Cast this Spell on a worn object, the wearer gains a +2 circumstance bonus to Fortitude saves against attempts to grapple them.
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Gary Kreeefrog (Chris)
performance
skill
20
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 25
damage 13
Critical damage 28
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
rolling 1d8
(
4
)
=
4
Luka V. (GM):
Elemental, Cinder Rat
perception
26
Filip [Alexander]:
Alexander "Železni" Zelov
Catch this
ranged strike
attack 24
damage 5
Critical damage 14
Alexander "Železni" Zelov
intimidation
skill
14
Luka V. (GM):
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 1 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
26
Luka V. (GM):
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
27
Luka V. (GM):
Elemental, Cinder Rat
jaws
melee strike
attack 12 finesse
damage 10 fire
additional damage 3 persistent fire
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
26
Luka V. (GM):
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 1 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
23
Luka V. (GM):7
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
YEET
ranged strike
attack 24
damage 0
Critical damage 0
rolling 1d8
(
1
)
=
1
Chris [Gary]:
rolling 1d20
(
4
)
=
4
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 15 Two-hand d12
damage 17 slashing
Critical damage 40 slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 24 Two-hand d12
Critical!
damage 12 slashing
Critical damage 22 slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
fortitude
saving throw
15
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
19
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 25
damage 9 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 14
damage 7 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Elemental, Cinder Rat
fortitude
saving throw
21
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 18
damage 7 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 4 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
10

CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
29
Luka V. (GM):
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 5 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
10
Luka V. (GM):
Elemental, Cinder Rat
jaws
melee strike
attack 20 finesse
damage 5 fire
additional damage 1 persistent fire
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Elemental, Cinder Rat
jaws
melee strike
attack #2 12 finesse
damage 7 fire
additional damage 1 persistent fire
Elemental, Cinder Rat
jaws
melee strike
attack #3 15 finesse
damage 6 fire
additional damage 1 persistent fire
Ray (Alyssa):
Alyssa Snapdragon
Void Warp
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 6 void
Critical damage 10 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC20
Luka V. (GM):
Elemental, Cinder Rat
fortitude
saving throw
25
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 9
damage 11
Critical damage 14
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 9
damage 7
Critical damage 22
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 17
damage 3
Critical damage 16
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
27
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 23 Two-hand d12
damage 16 slashing
Critical damage 38 slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 28
damage 12 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 21
damage 9 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
fortitude
saving throw
21
Luka V. (GM):
Rat Swarm
Swarming Bites
offensive or proactive abilities
action type: 1
Each enemy in the swarm’s space takes 6 (1d6) piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
24
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
14

CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Ray (Alyssa):
Alyssa Snapdragon
Void Warp
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 5 void
Critical damage 6 void
action: 2-action
traits: cantrip, concentrate, manipulate, void
Range: 30 feet
TARGET: 1 living creature
heightened effects: Heightened (+1) The damage increases by 1d4.
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.
basic saving throw fortitude DC20
Luka V. (GM):shocking
Rat Swarm
fortitude
saving throw
21
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 13
damage 12
Critical damage 16
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 10
damage 7
Critical damage 12
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 2
damage 6
Critical damage 30
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Wilhelm [Sven]:
Sven Långkalsång
Throw shit
ranged strike
attack 22
damage 13
Critical damage 28

CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Luka V. (GM):
Wererat
perception
16
Wilhelm [Sven]:
rolling 1d8
(
6
)
=
6
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 31
damage 12 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
30
Wilhelm [Sven]:
Sven Långkalsång
thievery
skill
20

CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 27
damage 7 piercing
Critical damage 16 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
Wererat
jaws
melee strike
attack 18 finesse
damage 3 piercing
plus curse of the wererat
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
16
Luka V. (GM):
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
25
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
24
Luka V. (GM):
Elemental, Cinder Rat
jaws
melee strike
attack 16 finesse
damage 6 fire
additional damage 1 persistent fire
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 10
damage 6
Critical damage 18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 5
damage 9
Critical damage 26
Gary Kreeefrog (Chris)
fortitude
saving throw
26
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
14
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 6 Two-hand d12
damage 19 slashing
Critical damage 40 slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #3 0 Two-hand d12
damage 21 slashing
Critical damage 32 slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Filip [Alexander]:
Alexander "Železni" Zelov
Catch this
ranged strike
attack 11
damage 7
Critical damage 12
Luka V. (GM):16
Ray (Alyssa):
Alyssa Snapdragon
Stupefy
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC20
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Luka V. (GM):
Wererat
will
saving throw
11
Wererat
jaws
melee strike
attack 16 finesse
damage 3 piercing
plus curse of the wererat
Wererat
claw
melee strike
attack #2 20 agile, finesse
damage 4 slashing
Wererat
claw
melee strike
attack #3 7 agile, finesse
damage 4 slashing
Elemental, Cinder Rat
jaws
melee strike
attack 13 finesse
damage 7 fire
additional damage 2 persistent fire
Elemental, Cinder Rat
jaws
melee strike
attack #2 13 finesse
damage 7 fire
additional damage 3 persistent fire
Luka V. (GM):
Elemental, Cinder Rat
jaws
melee strike
attack #3 16 finesse
damage 12 fire
additional damage 4 persistent fire
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
17
Luka V. (GM):
Wererat
jaws
melee strike
attack 11 finesse
damage 3 piercing
plus curse of the wererat
Elemental, Cinder Rat
Fetid Fumes
Interaction Ability
A cloud of smoke surrounds the cinder rat. All creatures within 5 feet, including the cinder rat, gain the concealed condition from this smoke. A creature that comes within 5 feet of the cinder rat or begins its turn within 5 feet must succeed at a DC 22 Fortitude save or take a -1 status penalty to all checks and DCs for 1 round.
Elemental, Cinder Rat
jaws
melee strike
attack 11 finesse
damage 9 fire
additional damage 4 persistent fire
Filip [Alexander]:Jawn
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 10
damage 8
Critical damage 26
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 15
damage 3
Critical damage 18
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 11
damage 6
Critical damage 16
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
19
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
16
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
22
Wilhelm [Sven]:
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack 28 Two-hand d12
damage 18 slashing
Critical damage 24 slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Bastard Sword 2-handed
melee strike
attack #2 16 Two-hand d12
damage 18 slashing
Critical damage 30 slashing
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Luka V. (GM):
rolling 1d20
(
9
)
=
9
rolling 1d20
(
19
)
=
19
See, when Sven hits, combats are not that hard
if*
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
20
Alexander "Železni" Zelov
athletics
skill
22
Alexander "Železni" Zelov
athletics
skill
24
Luka V. (GM):
Elemental, Cinder Rat
reflex
saving throw
15
Filip [Alexander]:
Alexander "Železni" Zelov
intimidation
skill
21
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 14
damage 8 piercing
Critical damage 8 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 1 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
Wererat
shortsword
melee strike
attack 19 agile, finesse, versatile S
damage 8 piercing
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 17
damage 10
Critical damage 10
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 12
damage 11
Critical damage 16
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 15
damage 12
Critical damage 18
Wilhelm [Sven]:
Sven Långkalsång
Oversized Throw
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Sven Långkalsång
athletics
skill
26
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
athletics
skill
25
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Sven Långkalsång
Oversized Throw
ranged strike
attack 9
damage 17 bludgeoning
Critical damage 24 bludgeoning
Range: 20

CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
SICKENED: You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 22
damage 8 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 9 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
perception
18
Chris [Gary]:
Gary Kreeefrog (Chris)
Cleanse Affliction
divine spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Gary Kreeefrog (Chris)
medicine
skill
25
rolling 3d12
(
2
+
1
+
7
)
=
10
Gary Kreeefrog (Chris)
medicine
skill
18
Gary Kreeefrog (Chris)
medicine
skill
26
Gary Kreeefrog (Chris)
medicine
skill
27
Filip [Alexander]:Gut off the bell end
Cut*
Remove the "hood"
Chris [Gary]:
Gary Kreeefrog (Chris)
Cleanse Affliction
divine spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
rolling 1d8
(
1
)
=
1
Luka V. (GM):He can't write so he can't
Ray (Alyssa):
Alyssa Snapdragon
Illusory Disguise
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, illusion, manipulate, visual
Range: 30 feet
TARGET: 1 willing creature
area: 1 hour
heightened effects: Heightened (3rd) The target can appear as any creature of the same size, even a specific individual. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
Heightened (4th) You can target up to 10 willing creatures. If you target multiple creatures, you can choose a different disguise for each target, but none can impersonate a specific individual. You can Dismiss each disguise individually or all collectively.
Heightened (7th) As 4th, but you can choose disguises that impersonate specific individuals. You must have seen an individual to replicate its appearance, and must have heard its voice to replicate its voice.
You create an illusion that causes the target to appear as another creature of the same body shape, and with roughly similar height (within 6 inches) and weight (within 50 pounds). The disguise is typically good enough to hide their identity, but not to impersonate a specific individual. The spell changes their appearance and voice, but not mannerisms. You can change the appearance of its clothing and worn items, such as making its armor look like a dress. Held items are unaffected, and any worn item removed from the creature returns to its true appearance.

Casting illusory disguise counts as setting up a disguise for the Impersonate use of Deception; it ignores any circumstance penalties the target might take for disguising itself as a dissimilar creature, gives a +4 status bonus to Deception checks to prevent others from seeing through the disguise, and lets the target add its level to such Deception checks even if untrained. You can Dismiss this spell.
Alyssa Snapdragon
deception
skill
28
Filip [Alexander]:
Alexander "Železni" Zelov
deception
skill
17
Luka V. (GM):
Wererat
deception
skill
16
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
5
Chris [Gary]:
Gary Kreeefrog (Chris)
Unicorn Heal
primal innate spell level 1
single actiontwo-actionthree-actionfree actionreaction*
damage 7
Critical damage 2
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC17
Gary Kreeefrog (Chris)
Fey Influence
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 5
You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features that grants an innate primal spell that can be used once per day.

• Unicorn You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast heal.
Ray (Alyssa):
Alyssa Snapdragon
Grimspawn
ancestry feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: Lineage, Nephilim
Your lineage traces back to a daemon, one of the manifestations of horrific forms of death that devour souls within their foul home of Abaddon. As a result, you cling tenaciously to the last shreds of your own life force. You gain the Diehard general feat.
Alyssa Snapdragon
Diehard
general feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.
ROLL A 1D12
Chris [Gary]:
rolling 1d12
(
6
)
=
6
Luka V. (GM):
Sven Långkalsång
perception
25
Sven Långkalsång
society
skill
3
You can loan a soul from Pompefist, he probably has some in stock
Ray (Alyssa):
Alyssa Snapdragon
occultism
skill
15
Alyssa Snapdragon
perception
10
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
31
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
17
Luka V. (GM):
Sven Långkalsång
perception
22
Filip [Alexander]:
Alexander "Železni" Zelov
perception
20
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
17
Filip [Alexander]:
Alexander "Železni" Zelov
Soap
stowed item
bulk: L
quantity: 1
price: 2 cp
SUBCATEGORY: Adventuring Gear
HANDS: 1
Ray (Alyssa):
Alyssa Snapdragon
thievery
skill
27
Filip [Alexander]:I sit in chair
Waiting for combat
Luka V. (GM):Gurmazul
Sven Långkalsång
will
saving throw
24
Gurmazul, Whitechin and Sven start leaving the room together.
Luka V. (GM):He is a general, not a soldier
Why would he fight a bunch of bloodthirsty adventurers
Ray (Alyssa):fair
hes totally gonna go build an amrmy
Chris [Gary]:Gary is going to mope in a corner
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
17
Filip [Alexander]:
Alexander "Železni" Zelov
intimidation
skill
15
Wilhelm [Sven]:
Sven Långkalsång
religion
skill
22
Luka V. (GM):A creature of nightmares and death, a creature only whispered of in dreams in today's age: Gurmazul. Cunningly intelligent, deadly in battle, and a fearsome commander, this creature is a foe few are a match for today. Back in the Age of the Gods, gurmazuls were used as generals by the gods to fight Darkhtaar's armies. A creation of Chernobog himself, Ra had them all destroyed because they proved too wild and destructive. They are infernal constructs with only one purpose: war.
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
31
Gary Kreeefrog (Chris)
nature
skill
19
Gary Kreeefrog (Chris)
occultism
skill
14
Filip [Alexander]:
Alexander "Železni" Zelov
occultism
skill
14
Ray (Alyssa):
Alyssa Snapdragon
Ghostly Weapon
occult spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: touch
TARGET: 1 weapon that is either unattended or wielded by you or a willing ally
DURATION: 5 minutes
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the ghost touch property rune (GM Core), meaning it is magical if it wasn’t already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.
Alyssa Snapdragon
Haste (s)
occult spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (7th) You can target up to 6 creatures.
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Filip [Alexander]:PAY THE MAN
TAKE MINE
Luka V. (GM):I actually have a name Barathrum coming up
On the topic of "complicated" B names
Filip [Alexander]:You died on a side quest...not my problem
Ray (Alyssa):
Alyssa Snapdragon
will
saving throw
22
Wilhelm [Sven]:
Sven Långkalsång
perception
22
Filip [Alexander]:
Alexander "Železni" Zelov
perception
30
Ray (Alyssa):can i buy a pet??? cause holy shit im gonna buy a cat for alyssas place at AAA
Luka V. (GM):Ofc you can
Ray (Alyssa):YES
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
19
Ray (Alyssa):Cat in book thats orange- 10gp
studded leather armor in book- 3gp
and how much for alchemist fire and healing potions?
Alyssa Snapdragon
Lesser Alchemist's Fire
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
This alchemical bomb deals 1d8 (2) fire damage, 1 persistent fire damage, and 1 fire splash damage.
aka pining
poor ermolos is gonna have a broken heart from this
Ray (Alyssa):oh no
Luka V. (GM):
And he accuses Ray of making this a dating sim
Ray (Alyssa):lol
Chris [Gary]:Gary being held like a sack of potatoes while this is going on
Ray (Alyssa):is s o u l e s s literally cannot care
Luka V. (GM):When do you open your present Alyssa
Immediately or later
Ray (Alyssa):immediately thanks
Luka V. (GM):Are you sure?
Ray (Alyssa):....
LUKA
WHY DO TYOU PHRASE IT LIKE THAT
Luka V. (GM):In the middle of a restaurant?
Ray (Alyssa):OH SHIT
right no
later
Luka V. (GM):Smart
Ray (Alyssa):gift goes into the sleeves of holding
Chris [Gary]:
Luka V. (GM):Can't see your message gary, I presume it's an emote
Chris [Gary]:Alysas and Tess. Sitting in a tree....
etc
Ray (Alyssa):i mean accurate
s o u l l e s s
Lol Alex sounds jealous out of context
Luka V. (GM):Lmao true
Ray (Alyssa):CANT FORGET BILLLYY
Aemond has just been thinking about food this entire time
IM SORRY FOR WANTING MY SOUL
Filip [Alexander]:Anal?
Wilhelm [Sven]:Is this where we type instead?
Spoken as a good guy
o.O
Filip [Alexander]:I WILL beak his legs
Mark my words
He better get a good wheelchair
Goog luck pissing in a bag for the rest of your life
I will break his dick bone
Wilhelm [Sven]:You know... We might actually totaly fail this campaign
Luka V. (GM):There is no failure, just different outcomes (a couple of which are failures)
Wilhelm [Sven]:Epiloge:
Alex in jail for life.
Alyssa, one in Tess harem
Gary, souless living in dumsters eating trash
Sven, killed for being an anarkist
Is Alex starting to sound like Hotep?
Luka V. (GM):Alex is starting to sound like stalin
Chris [Gary]:But we are all alive :D
Wilhelm [Sven]:As Ray said. out of context
this does sound like Ex and new BF
Filip [Alexander]:brb pissing
Luka V. (GM):The Racoon Whisperer
Wilhelm [Sven]:I am so angry with myself that I am addidng to this sidequest...
Ray (Alyssa):lol Alyssa will go buy a fancy gift for tess just gimme a cost lukkaaa
Luka V. (GM):Tess' fancy standards or Alyssa's fancy standards
Ray (Alyssa):Tess'
Luka V. (GM):300-500gp depending on what you want
Filip [Alexander]:Vegemite
Mans best friend
Chris [Gary]:
AAA - Absolutely Average Adventurers
Merchandise
melee strike
attack 16
damage 6
Filip [Alexander]:
AAA - Absolutely Average Adventurers
Service
melee strike
attack 25
damage 4
Ray (Alyssa):
AAA - Absolutely Average Adventurers
Security
melee strike
attack 24
damage 2
Wilhelm [Sven]:
AAA - Absolutely Average Adventurers
Popularity
melee strike
attack 19
damage 3
Luka V. (GM):130gp and 40sp
Wilhelm [Sven]:improv masters
Sven Långkalsång
Fancy Clothes
stowed item
quantity: 1
Ray (Alyssa):Gary? A disappointment?
shockeeerrr
its not very ducain of him to live in luxury
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
11
Alexander "Železni" Zelov
perception
21
Wilhelm [Sven]:you got smacked by demons...
in 1 turn!
Ray (Alyssa):get a rooooomm
Chris [Gary]:
rolling 1d10
(
4
)
=
4
Wilhelm [Sven]:why did i choose a BARBARIAN?!?!
Ray (Alyssa):lol rip
Wilhelm [Sven]:
Sven Långkalsång
perception
26
Ray (Alyssa):you percieved so hard you got anxiety
Luka V. (GM):lmaoo
Ray (Alyssa):
Alyssa Snapdragon
perception
21
Wilhelm [Sven]:
Sven Långkalsång
perception
29
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
28
Wilhelm [Sven]:
Sven Långkalsång
perception
16
Filip [Alexander]:Boobra McKesnie is back!
Ray (Alyssa):lol
Chris [Gary]:Is Alex going to find a mentor?
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
16
Alexander "Železni" Zelov
diplomacy
skill
13
Luka V. (GM):I swearr I wrote this before your orgies
Ray (Alyssa):orgies became far too prevalent in our lives lol
Luka V. (GM):I agree
Ray (Alyssa):is
is Vassindo a frat boy or something?
Luka V. (GM):Vassindo is enjoying life
Just look at his mansion
Ray (Alyssa):he sounds like a fuck boi
lol fair
she knows all the hotgossip
SHE KNOOWWSS
Chris [Gary]:
Gary Kreeefrog (Chris)
diplomacy
skill
3
Gary Kreeefrog (Chris)
diplomacy
skill
11
Ray (Alyssa):oh
oh that sounded b a r
bad*
Chris [Gary]:i have know idea what i'm doing
Filip [Alexander]:FIght fight fight
Oold Moby Dich there
Wear a Condom!
Good God
The STDs there could melt a snails shell
Wilhelm [Sven]:
Sven Långkalsång
perception
20
Filip [Alexander]:
rolling 1d10
(
4
)
=
4
Punch him
Ray (Alyssa):kiss him
Filip [Alexander]:TO both
Do*
Ray (Alyssa):DO IIITTT
Filip [Alexander]:Tough love
Ray (Alyssa):Slap him and pull him into a passionate soulless kiss
Filip [Alexander]:Yess
Maybe a cheeky ass grab
Chris [Gary]:
Gary Kreeefrog (Chris)
diplomacy
skill
10
Ray (Alyssa):Just know you'll be the bottom due to your lacking equipment
Filip [Alexander]:AND thats why I dodn't talk to him
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
7
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
16
Chris [Gary]:What if Sven gets a shadow beast on a leash and uses it to track gurmazul ?
Filip [Alexander]:I'll go talk to Calsinica
I hate talking to these people
Where is a good brawl when you need it
Ray (Alyssa):
Alyssa Snapdragon
perception
13
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
33
asfgsdfasd
Gary Kreeefrog (Chris)
perception
18
Filip [Alexander]:
Alexander "Železni" Zelov
diplomacy
skill
8
Alexander "Železni" Zelov
diplomacy
skill
22
Am I?
Alexander "Železni" Zelov
perception
22
Wilhelm [Sven]:
Sven Långkalsång
diplomacy
skill
9
Luka V. (GM):This is the type of deal a diplomacy 9 gives you
Ray (Alyssa):WHO ISNT YOU
days in the attic
forget the sex dungeon welcome to the sex attic
Chris [Gary]:ehehehhe
Ray (Alyssa):sex dungeon
Luka V. (GM):Klara, a servant that went missing while going into Vassindo's attic
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
29
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
33
Filip [Alexander]:
Alexander "Železni" Zelov
will
saving throw
29
Holy mother of ass crack
Ray (Alyssa):OH
Filip [Alexander]:Take it
God damn
a
A complementary fuck boy
What is my life?
Alexander "Železni" Zelov
strength
ability
5
Luka V. (GM):20
Ray (Alyssa):alex found a gilf
Filip [Alexander]:
Alexander "Železni" Zelov
will
saving throw
28
Luka V. (GM):Barathrum
Ray (Alyssa):STOP OUTTING MY BUSINESS TO PPL
Filip [Alexander]:Tldr...Alyssa been through some shit
Chris [Gary]:
Gary Kreeefrog (Chris)
society
skill
15
Gary Kreeefrog (Chris)
diplomacy
skill
2
Gary Kreeefrog (Chris)
diplomacy
skill
19
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
26
Filip [Alexander]:DO ITTTT
Weird threeway time
Wilhelm [Sven]:Break Tess's heart!
Do IT!
Filip [Alexander]:DO IT!
Make him cry
Wilhelm [Sven]:She probably gave him SD's too
Chris [Gary]:Are we sure Alyssa is not a doppleganger
Wilhelm [Sven]:
Sven Långkalsång
Fancy Clothes
stowed item
quantity: 1
rolling 1d12
(
5
)
=
5
Ray (Alyssa):is there a ring of charisma
Alyssa Snapdragon
Melodious Spell
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
traits: Bard, Concentrate, Spellshape
action: 1-action
You subtly weave your spellcasting into a performance. If the next action you use is to Cast a Spell, the spell gains the subtle trait, hiding the shining runes, sparks of magic, and other manifestations that would usually give away your spellcasting. The trait hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

As part of using Melodious Spell, you can choose to Create a Diversion, Demoralize, Perform, or Request. If you do so, the spell you cast must have the auditory, emotion, sonic, or visual trait to gain the subtle trait.
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
27
Wilhelm [Sven]:
Sven Långkalsång
perception
19
Ray (Alyssa):
Alyssa Snapdragon
perception
12
Filip [Alexander]:
Alexander "Železni" Zelov
perception
28
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
30
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
Wilhelm [Sven]:
Sven Långkalsång
Oversized Throw
ranged strike
attack 28
damage 20 bludgeoning
Critical damage 26 bludgeoning
Range: 20
Chris [Gary]:I hand Sven a drink
Ray (Alyssa):
Alyssa Snapdragon
Prestidigitation
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate
Range: 10 feet
TARGET: 1 object (cook, lift, or tidy only)
DURATION: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
Cook Cool, warm, or flavor 1 pound of nonliving material.
Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Fear of deep water has been gained
Luka V. (GM):8
Filip [Alexander]:Does he?
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
20
Filip [Alexander]:Can I have a swim off with the nobles?
Dunk on there fools
Hopefully some of them will drown
Alexander "Železni" Zelov
diplomacy
skill
22
While this is happening, Tess will ask Alyssa for a dance
Alyssa Snapdragon is going to happily accept the dance
Wilhelm [Sven]:Alyssa continuing her side RPG xD
Alyssa :i can do what i want bitcchhesss
Luka V. (GM):lmao
Filip [Alexander]:Alyssa playing SIMS
Alexander "Železni" Zelov
athletics
skill
31
Wilhelm [Sven]:
Sven Långkalsång
Assurance
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Sven Långkalsång
athletics
skill
28
Filip [Alexander]:
rolling 1d100
(
12
)
=
12
rolling 1d100
(
22
)
=
22
Alexander "Železni" Zelov
athletics
skill
26
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
18
Luka V. (GM):
rolling 4d20
(
18
+
12
+
17
+
2
)
=
49
Alyssa :
Alyssa Snapdragon
perception
26
Chris [Gary]:
Gary Kreeefrog (Chris)
performance
skill
1
Gary Kreeefrog (Chris)
stealth
skill
8
Gary cannot catch a break
Luka V. (GM):13
(To GM): i pocket a few psychedelics for later use :)
Alyssa :
Alyssa Snapdragon
diplomacy
skill
29
Luka V. (GM):
Tess
diplomacy
skill
35
10
Wilhelm [Sven]:
Sven Långkalsång
Pinwheel
stowed item
quantity: 1
This paper and wood pinwheel spins when blown upon by a person or the wind.
Luka V. (GM):At least now you know why Milech has a job in the theatrew
Filip [Alexander]:
Alexander "Železni" Zelov
perception
11
Wilhelm [Sven]:
Sven Långkalsång
Crowbar
stowed item
bulk: L
quantity: 1
price: 5 sp
When Forcing Open an object that doesn't have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item).
Alyssa :
Alyssa Snapdragon
arcana
skill
16
Yeah alyssa is going back to the courtyard to find a key hopefully
Wilhelm [Sven]:
Sven Långkalsång
Hammer
stowed item
bulk: L
quantity: 1
price: 1 sp
rolling 1d6
(
3
)
=
3
Luka V. (GM):Left door
Ray (Alyssa):
rolling 1d4
(
4
)
=
4
Chris [Gary]:
rolling 1d4
(
2
)
=
2
Luka V. (GM):LEFT DOOR
First rune: merchant
Second rune: hindrance
Third rune: life
Filip [Alexander]:
rolling 1d6
(
1
)
=
1
Wilhelm [Sven]:
rolling 1d4
(
4
)
=
4
Ray (Alyssa):
rolling 1d4
(
1
)
=
1
Luka V. (GM):RIGHT DOOR
First rune: treasure
Second rune: hindrance
Third rune: danger
Ray (Alyssa):
Alyssa Snapdragon
Sonata Span
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
cast: Somatic, Verbal
area: 30ft line
DURATION: sustained
By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge.
Wilhelm [Sven]:
Sven Långkalsång
Rope (50 ft)
stowed item
bulk: L
quantity: 2
Luka V. (GM):3
Ray (Alyssa):
Alyssa Snapdragon
Eat Fire
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Luka V. (GM):2
6
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
31
Ray (Alyssa):
Alyssa Snapdragon
fortitude
saving throw
27
Chris [Gary]:
Gary Kreeefrog (Chris)
fortitude
saving throw
30
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
29
Luka V. (GM):
Tess
fortitude
saving throw
33
+1 status to all saves vs. magic
3
Filip [Alexander]:Brb, food inbound
Alex will stay at the enterance
inside
Wilhelm [Sven]:
Sven Långkalsång
Robahl monocle
stowed item
quantity: 1
Sven Långkalsång
Anubis Dimond
stowed item
quantity: 1
Sven Långkalsång
Robahl monocle
stowed item
quantity: 1
Sven Långkalsång
Basic Face Mask
stowed item
quantity: 1
This simple cloth mask, sewn to closely fit your face, is fastened by two sets of strings drawn across your face and secured behind your head. While wearing the mask, you gain a +1 item bonus on any initial saves to avoid contracting airborne diseases, such as choking death or tuberculosis.
Sven Långkalsång
Library Card
stowed item
quantity: 1
Chris [Gary]:
Gary Kreeefrog (Chris)
Small fey wild sapling
stowed item
quantity: 1
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
19
Chris [Gary]:
Gary Kreeefrog (Chris)
diplomacy
skill
9
Ray (Alyssa):
Alyssa Snapdragon
diplomacy
skill
26
Filip [Alexander]:Show him your titts
Now many of those around
not*
I can oil myself up
IF that makes a difference
Chris [Gary]:
Gary Kreeefrog (Chris)
Cleanse Affliction
divine spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Wilhelm [Sven]:
Sven Långkalsång
Clay
stowed item
quantity: 1
This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay.
Chris [Gary]:
rolling 1d6
(
3
)
=
3
Filip [Alexander]:
rolling 1d4
(
1
)
=
1
Wilhelm [Sven]:
rolling 1d4
(
1
)
=
1
Luka V. (GM):Starting door:
Merchant
Boon
Danger
Ray (Alyssa):
rolling 1d6
(
1
)
=
1
Chris [Gary]:
rolling 1d4
(
2
)
=
2
Filip [Alexander]:
rolling 1d4
(
2
)
=
2
Luka V. (GM):Forward door:
Treasure
Hindrance
Life
Danger
Chris [Gary]:
Gary Kreeefrog (Chris)
Root Reading
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, manipulate, wood
area: 30-foot emanation
You gain general insights into the immediate vicinity by sending your sense through the root systems of trees and bushes. If there are any unnoticed Medium or larger creatures in the area, you learn of their presence and they're undetected to you. You can immediately attempt to Seek an undetected creature, and you gain a +1 status bonus to this attempt and any of your other attempts to Seek hidden or undetected creatures until the end of your next turn. You also learn if any such creatures passed through this area in the last hour, although you get only the vaguest sense of direction from the spell. If you begin to Track a creature detected in this way, you gain a +1 status bonus to the initial check.
Filip [Alexander]:
Alexander "Železni" Zelov
perception
21
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
19
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
30
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
17
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
19
Luka V. (GM):
rolling 1d20
(
6
)
=
6
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
28
Alexander "Železni" Zelov
reflex
saving throw
15
Luka V. (GM):13
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form’s Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain specific abilities based on the animal you choose:
• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.

You also gain specific abilities based on the animal you choose:
Ape Speed 25 feet, climb 20 feet; Melee [one-action] fist, Damage 2d6 bludgeoning.
Bear Speed 30 feet; Melee [one-action] jaws, Damage 2d8 piercing; Melee [one-action] claw (agile), Damage 1d8 slashing.
Bull Speed 30 feet; Melee [one-action] horn, Damage 2d8 piercing.
Canine Speed 40 feet; Melee [one-action] jaws, Damage 2d8 piercing.
Cat Speed 40 feet; Melee [one-action] jaws, Damage 2d6 piercing; Melee [one-action] claw (agile), Damage 1d10 slashing.
Deer Speed 50 feet; Melee [one-action] antler, Damage 2d6 piercing.
Frog Speed 25 feet, swim 25 feet; Melee [one-action] jaws, Damage 2d6 bludgeoning; Melee [one-action] tongue (reach 15 feet), Damage 2d4 bludgeoning.
Shark swim 35 feet; Melee [one-action] jaws, Damage 2d8 piercing; breathe underwater but not in air.
Snake Speed 20 feet, climb 20 feet, swim 20 feet; Melee [one-action] fangs, Damage 2d4 piercing plus 1d6 poison.
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
24
Sven Långkalsång
Powerful Leap
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 2
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Sven Långkalsång
athletics
skill
29
Sven Långkalsång
reflex
saving throw
14
Luka V. (GM):18
rolling 1d20
(
13
)
=
13
rolling 1d20
(
16
)
=
16
rolling 1d20
(
17
)
=
17
rolling 1d20
(
7
)
=
7
rolling 1d20
(
3
)
=
3
Luka V. (GM):32
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
29
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
21
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
25
Chris [Gary]:
Gary Kreeefrog (Chris)
reflex
saving throw
10
Luka V. (GM):
Tess
reflex
saving throw
26
+1 status to all saves vs. magic
12
rolling 1d20
(
5
)
=
5
rolling 1d20
(
19
)
=
19
rolling 1d20
(
20
)
=
20
rolling 1d20
(
17
)
=
17
Luka V. (GM):
rolling 1d20
(
5
)
=
5
31
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
24
Luka V. (GM):
Tess
reflex
saving throw
32
+1 status to all saves vs. magic
16
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
primal spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC21
Filip [Alexander]:
Alexander "Železni" Zelov
Minor healing potion
stowed item
quantity: 2
1d8 healing
rolling 1d8
(
2
)
=
2
Chris [Gary]:
rolling 1d8
(
7
)
=
7
rolling 1d8
(
6
)
=
6
Luka V. (GM):5 points of healing
Chris [Gary]:
Gary Kreeefrog (Chris)
Treat wounds
action
single actiontwo-actionthree-actionfree actionreaction*
action type: Other 10 min
requirements: You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains


Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.

Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
In order :
Tess
Sven
Ray
Gary
Chris [Gary]:Alex
Gary Kreeefrog (Chris)
medicine
skill
25
Gary Kreeefrog (Chris)
medicine
skill
13
Gary Kreeefrog (Chris)
medicine
skill
26
Gary Kreeefrog (Chris)
medicine
skill
17
Gary Kreeefrog (Chris)
medicine
skill
25
Luka V. (GM):11
10
Ray (Alyssa):
Alyssa Snapdragon
Lesser Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (12) Hit Points.
Chris [Gary]:
rolling 2d8
(
3
+
2
)
=
5
rolling 4d8
(
1
+
8
+
8
+
1
)
=
18
rolling 4d8
(
2
+
6
+
6
+
6
)
=
20
rolling 4d8
(
6
+
5
+
3
+
8
)
=
22
6 points of healing
Wilhelm [Sven]:
rolling 1d8
(
5
)
=
5
rolling 1d8
(
3
)
=
3
Filip [Alexander]:
rolling 1d4
(
1
)
=
1
rolling 1d5
(
3
)
=
3
Ray (Alyssa):
Alyssa Snapdragon
occultism
skill
21
Luka V. (GM):https://2e.aonprd.com/Equipment.aspx?ID=1844
Wilhelm [Sven]:
rolling 1d8
(
6
)
=
6
Luka V. (GM):Slow to move: Traps have their DC increased by 5.
Ray (Alyssa):
rolling 1d6
(
6
)
=
6
Chris [Gary]:
rolling 1d4
(
2
)
=
2
Filip [Alexander]:
rolling 1d4
(
4
)
=
4
Luka V. (GM):Back door:
Skull
Respite
Peace
Filip [Alexander]:First door - Stairway to Heaven
Wilhelm [Sven]:
rolling 1d6
(
3
)
=
3
Ray (Alyssa):
rolling 1d4
(
4
)
=
4
Chris [Gary]:
rolling 1d4
(
4
)
=
4
Luka V. (GM):Forward door
Merchant
Unholy pact
Peace
Filip [Alexander]:
rolling 1d4
(
1
)
=
1
Alexander "Železni" Zelov
perception
28
Luka V. (GM):
Succubus
deception
skill
21
Wilhelm [Sven]:
rolling 1d5
(
1
)
=
1
Sven Långkalsång
will
saving throw
13
Sven Långkalsång
will
saving throw
20
Sven Långkalsång
will
saving throw
21
Chris [Gary]:
Gary Kreeefrog (Chris)
Cleanse Affliction
divine spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: concentrate, healing, manipulate
Range: touch
TARGET: 1 willing creature
heightened effects: Heightened (3rd) Attempt to counteract the affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
28
Chris [Gary]:Useless spell
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Filip [Alexander]:Haha
Wilhelm [Sven]:
Sven Långkalsång
will
saving throw
27
Ray (Alyssa):
rolling 1d4
(
4
)
=
4
Luka V. (GM):11
Filip [Alexander]:
Alexander "Železni" Zelov
will
saving throw
22
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
31
Luka V. (GM):The succubus on can give a willing humanoid a profane gift. That creature gains a +1 status bonus to attack rolls, skill checks, and saving throws.
Ray (Alyssa):
Alyssa Snapdragon
occultism
skill
17
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
7
rolling 1d4
(
1
)
=
1
rolling 1d4
(
1
)
=
1
rolling 1d4
(
3
)
=
3
Ray (Alyssa):
rolling 1d10
(
3
)
=
3
Alyssa Snapdragon
occultism
skill
26
+1 status bonus
Luka V. (GM):https://2e.aonprd.com/Equipment.aspx?ID=503
Chris [Gary]:
rolling 1d6
(
6
)
=
6
Filip [Alexander]:
rolling 1d4
(
3
)
=
3
Wilhelm [Sven]:
rolling 1d4
(
1
)
=
1
Luka V. (GM):Back room
Skull (boss)
Respite
Danger
Ray (Alyssa):
rolling 1d6
(
2
)
=
2
Chris [Gary]:
rolling 1d4
(
4
)
=
4
Filip [Alexander]:
rolling 1d4
(
4
)
=
4
Luka V. (GM):Front Door
Traps
Unholy Pact
Peace
Chris [Gary]:throw alyssa in to test the water
Ray (Alyssa):
Alyssa Snapdragon
Sonata Span
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
cast: Somatic, Verbal
area: 30ft line
DURATION: sustained
By playing a brief tune on an instrument or in song, you cause the notes of the melody to physically manifest into a shimmering, translucent path. This path doesn't need to be over solid ground and can tilt up or down diagonally up to 45 degrees, but it must be a straight, 5-foot-wide line. It can support as many creatures as can physically fit on the bridge.
Chris [Gary]:Sharks?
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
17
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
29
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
23
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
27
Chris [Gary]:
rolling 1d8
(
6
)
=
6
rolling 1d8
(
6
)
=
6
rolling 1d8
(
3
)
=
3
Luka V. (GM):Deathly Visage: Death is permanent. Forever.
rolling 1d20
(
9
)
=
9
rolling 1d20
(
5
)
=
5
Wilhelm [Sven]:
Sven Långkalsång
Oversized Throw
ranged strike
attack 27
damage 20 bludgeoning
Critical damage 34 bludgeoning
Range: 20
Luka V. (GM):
Tess
perception
20
Wilhelm [Sven]:
Sven Långkalsång
Oversized Throw
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Sven Långkalsång
athletics
skill
25
Sven Långkalsång
Oversized Throw
ranged strike
attack 23
damage 20 bludgeoning
Critical damage 36 bludgeoning
Range: 20
Luka V. (GM):
rolling 1d20
(
8
)
=
8
rolling 1d20
(
13
)
=
13
rolling 1d20
(
2
)
=
2
Ray (Alyssa):
Alyssa Snapdragon
Blood Vendetta (s)
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
damage 6 see text
Critical damage 12 see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC21
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
Luka V. (GM):
rolling 1d20
(
10
)
=
10
12 5
Tess
Unarmed fist
melee strike
attack 38 Agile, finesse, magical
damage 16 Bludgeoning
additional damage 5 Spirit
Tess
Unarmed fist
melee strike
attack #2 23 Agile, finesse, magical
damage 22 Bludgeoning
additional damage 4 Spirit
Tess
Unarmed fist
melee strike
Critical damage 32
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Eclipse
melee strike
attack 21 Agile, deadly d6, finesse, thrown 20 ft., versatile S
damage 6 piercing
Critical damage 12 piercing
Alyssa Snapdragon
Eclipse
melee strike
attack #2 21 Agile, deadly d6, finesse, thrown 20 ft., versatile S
damage 7 piercing
Critical damage 7 piercing
Luka V. (GM):
rolling 1d20
(
9
)
=
9
rolling 1d20
(
18
)
=
18
rolling 1d20
(
9
)
=
9
rolling 1d20
(
10
)
=
10
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
33
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
24
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
32
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
+1 status bonus
Luka V. (GM):Boss:
For most demons, possessing a creature requires a ritual, magic item, or condition, but for invidiaks, who lack a body, possession is akin to donning a suit of clothing. Known also as shadow demons, invidiaks are formed from envious mortal souls.
Abrikandilu: Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy.
An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face—reflected in a mirror, a shield, or even a pool of water— can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.
Chris [Gary]:
Ray (Alyssa):
Alyssa Snapdragon
Lesser Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (16) Hit Points.
Filip [Alexander]:
rolling 1d4
(
1
)
=
1
rolling 1d4
(
3
)
=
3
Ray (Alyssa):
Alyssa Snapdragon
occultism
skill
19
+1 status bonus
Luka V. (GM):https://2e.aonprd.com/Equipment.aspx?ID=2781
The armor is +1 resilient full plate and the DC is 24
Will nooooo
Filip [Alexander]:
Alexander "Železni" Zelov
perception
12
Luka V. (GM):48
Ray (Alyssa):
Alyssa Snapdragon
Bardic Lore
skill
15
Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.
+1 status bonus
Chris [Gary]:
Gary Kreeefrog (Chris)
Read Aura
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Gary Kreeefrog (Chris)
Detect Magic
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Luka V. (GM):You are too far for these spells unfortunately
Chris [Gary]:how far away am i?
Luka V. (GM):80 feet from the runes
And were warned about coming closer
Chris [Gary]:ok
Wilhelm [Sven]:
Sven Långkalsång
perception
13
Sven Långkalsång
Clay
stowed item
quantity: 1
This malleable, oil-based clay can be shaped by hand and is available in a variety of colors. A single unit has 4 ounces of clay.
Sven Långkalsång
Chalk
stowed item
quantity: 9
price: 1 cp
Ray (Alyssa):
Alyssa Snapdragon
occultism
skill
32
+1 status bonus
Wilhelm [Sven]:https://2e.aonprd.com/Weapons.aspx?ID=389&Redirected=1
Sven Långkalsång
Net
stowed item
bulk: 1
quantity: 1
price: 1 gp
You can use a net either on its own or attached to a rope. When attached to a rope, you can use the net to Grapple a Medium or smaller creature up to 10 feet away (instead of only adjacent creatures). You can continue to Grapple to keep your hold on the target so long as the target remains within 10 feet and you continue to hold the net. The grabbed creature gains a +2 circumstance bonus to Escape unless you are adjacent to them, and it can attempt a DC 16 Athletics check to Force Open the net entirely. Once the target is no longer grabbed, the net is unwieldy until refolded with an Interact action with the concentrate trait that requires two hands; if used without being refolded, Grapple checks made with the net take a –2 penalty.

When the net is unattached, you can attempt a ranged attack roll using your simple weapon proficiency against a Medium or smaller creature within 20 feet. On a hit, the target is off-guard and takes a –10-foot circumstance penalty to its Speeds until it Escapes, and on a critical hit, it's also immobilized until it Escapes. The Escape DC is 16. A creature adjacent to the target can Interact to remove the net.
Sven Långkalsång
Grappling Hook
stowed item
bulk: L
quantity: 2
price: 1 sp
Sven Långkalsång
Manacles (poor)
stowed item
quantity: 1
price: 3 sp
You can manacle someone who is willing or otherwise at your mercy as an exploration activity taking 10-30 seconds depending on the creature's size and how many manacles you apply. A two-legged creature with its legs bound takes a -15-foot circumstance penalty to its Speeds, and a two-handed creature with its wrists bound has to succeed at a DC 5 flat check any time it uses a manipulate action or else that action fails. This DC may be higher depending on how tightly the manacles constrain the hands. A creature bound to a stationary object is immobilized. For creatures with more or fewer limbs, the GM determines what effect manacles have, if any. Freeing a creature from poor manacles requires two successful DC 17 Thievery checks, simple manacles requires three successes at DC 22, average manacles require four successes at DC 27, good manacles require five successes at DC 32, and superior manacles require six successes at DC 42.
Luka V. (GM):If you all die, guys, I apologize
New to balancing this edition and stuff
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
33
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
19
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
25
Luka V. (GM):
Balrog's Shade
perception
41
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
23
Luka V. (GM):
Imp
perception
26
Ray (Alyssa):i am torch now
Luka V. (GM):
Balrog's Shade
initiative
perception
37
Imp
initiative
perception
23
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 7 fire damage, or 17 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 9 fire damage, and weapons that hit a balor take 8 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Chris [Gary]:
Gary Kreeefrog (Chris)
athletics
skill
15
Alyssa :
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 25
damage 8 piercing
Critical damage 24 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
Tess
initiative
perception
21
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
32
Filip [Alexander]:
Alexander "Železni" Zelov
Titan Wrestler
skill feats
single actiontwo-actionthree-actionfree actionreaction*
skill: Athletics
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Wilhelm [Sven]:
Sven Långkalsång
Titan Wrestler
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
traits: General, Skill
prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
31
Luka V. (GM):
Balrog's Shade
athletics
skill
30
Filip [Alexander]:All that effort...-1 action
nice
Luka V. (GM):
Balrog's Shade
athletics
skill
32
Balrog's Shade
vorpal cold iron silver longsword
melee strike
attack 34 evil, magical, reach 10 feet, versatile P
damage 14 slashing
additional damage 2 evil
Vorpal's shadow: upon rolling a Natural 20 on a Strike, the creature hit must make a DC 16 Fortitude Saving Throw or lose its head.
Chris [Gary]:hope we don't need heads
Luka V. (GM):
Balrog's Shade
vorpal cold iron silver longsword
melee strike
Critical damage 28
Vorpal's shadow: upon rolling a Natural 20 on a Strike, the creature hit must make a DC 16 Fortitude Saving Throw or lose its head.
Chris [Gary]:
Gary Kreeefrog (Chris)
occultism
skill
13
Gary Kreeefrog (Chris)
Mad Raccoons
primal spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.

Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.

Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.

Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
rolling 1d20
(
9
)
=
9
rolling 1d20
(
20
)
=
20
Wilhelm [Sven]:How much damage did i take?
Chris [Gary]:+12
Luka V. (GM):30 total
Alyssa :
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 18
damage 15 piercing
Critical damage 22 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Luka V. (GM):
Imp
Stinger
melee strike
attack 15 Agile, evil, finesse, magical
damage 0 piercing
additional damage 1 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack 10 Agile, evil, finesse, magical
damage 0 piercing
additional damage 2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2 19 Agile, evil, finesse, magical
damage 2 piercing
additional damage 1 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack 16 Agile, evil, finesse, magical
damage 2 piercing
additional damage 4 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack 19 Agile, evil, finesse, magical
damage 1 piercing
additional damage 3 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2 17 Agile, evil, finesse, magical
damage 0 piercing
additional damage 4 evil
Imp Venom, Fortitude save DC 16
Luka V. (GM):
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 8 fire damage, or 13 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 11 fire damage, and weapons that hit a balor take 8 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Balrog's Shade
cold iron silver flame whip
melee strike
attack 33 disarm, evil, fire, magical, reach 20 feet, trip
damage 10 fire
additional damage 1 evil
and Improved Grab, and whip reposition
Balrog's Shade
cold iron silver flame whip
melee strike
Critical damage 24
and Improved Grab, and whip reposition
Wilhelm [Sven]:
Sven Långkalsång
Deny Advantage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 3
Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Sven Långkalsång
athletics
skill
20
Sven Långkalsång
athletics
skill
35
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 27
damage 8 bludgeoning
Critical damage 16 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):9
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 27
damage 5 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):10
Filip [Alexander]:
Alexander "Železni" Zelov
Stunning Fist
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Luka V. (GM):
Balrog's Shade
fortitude
saving throw
26
+1 status to all saves vs. magic
Balrog's Shade
athletics
skill
23
Balrog's Shade
cold iron silver flame whip
melee strike
attack #2 23 disarm, evil, fire, magical, reach 20 feet, trip
damage 10 fire
additional damage 4 evil
and Improved Grab, and whip reposition
Wilhelm [Sven]:
Sven Långkalsång
Deny Advantage
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 3
Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Luka V. (GM):
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 9 fire damage, or 20 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 8 fire damage, and weapons that hit a balor take 9 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 16
damage 5 bludgeoning
Critical damage 12 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Balrog's Shade
cold iron silver flame whip
melee strike
attack #3 16 disarm, evil, fire, magical, reach 20 feet, trip
damage 10 fire
additional damage 2 evil
and Improved Grab, and whip reposition
Chris [Gary]:
rolling 1d20
(
8
)
=
8
Gary Kreeefrog (Chris)
Glas sand
primal spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
cast: material, somatic
traits: Uncommon, Earth, Evocation
area: 60-foot cone
heightened effects: Heightened (+1) The damage increases by 2d6.
You throw a handful of sand that transforms into jagged shards of glass. Creatures in the area take 4d6 slashing damage and must attempt a Reflex save.
saving throw reflex DC21
critical success: Critical Success The target is unaffected.
success: Success The target takes half damage.
failure: Failure The target takes full damage and 1 persistent bleed damage.
critical failure: Critical Failure The target takes double damage and 2 persistent bleed damage.
Luka V. (GM):
Imp
reflex
saving throw
12
Imp
reflex
saving throw
16
Imp
reflex
saving throw
16
Imp
reflex
saving throw
24
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
21
Luka V. (GM):
Balrog's Shade
reflex
saving throw
24
+1 status to all saves vs. magic
Chris [Gary]:
rolling 4d6
(
1
+
3
+
5
+
5
)
=
14
Alyssa :
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 5 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling 1d10
(
7
)
=
7
Luka V. (GM):
Imp
Stinger
melee strike
attack 13 Agile, evil, finesse, magical
damage 3 piercing
additional damage 2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack 21 Agile, evil, finesse, magical
damage 3 piercing
additional damage 4 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack 25 Agile, evil, finesse, magical
damage 0 piercing
additional damage 3 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack 22 Agile, evil, finesse, magical
damage 1 piercing
additional damage 1 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2 14 Agile, evil, finesse, magical
damage 1 piercing
additional damage 2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2 19 Agile, evil, finesse, magical
damage 0 piercing
additional damage 1 evil
Imp Venom, Fortitude save DC 16
Luka V. (GM):
Imp
Stinger
melee strike
attack #2 16 Agile, evil, finesse, magical
damage 3 piercing
additional damage 2 evil
Imp Venom, Fortitude save DC 16
Imp
Stinger
melee strike
attack #2 23 Agile, evil, finesse, magical
damage 0 piercing
additional damage 3 evil
Imp Venom, Fortitude save DC 16
Alyssa :... rip
Luka V. (GM):
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 6 fire damage, or 18 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 8 fire damage, and weapons that hit a balor take 11 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
Wilhelm [Sven]:
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack 23 Two-hand d12
damage 20 slashing
Critical damage 24 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #2 10 Two-hand d12
damage 18 slashing
Critical damage 32 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Filip [Alexander]:gay
PUSSIO
Wilhelm [Sven]:toxic relationship...
Filip [Alexander]:Def
Overprotective mom Alyssa
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 30
damage 12 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 15
damage 12 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 27
Critical!
damage 6 bludgeoning
Critical damage 14 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Balrog's Shade
fortitude
saving throw
33
+1 status to all saves vs. magic
Balrog's Shade
Aura of Flame
Interaction Ability
traits: aura, divine, evocation, fire
10 feet. A foe that starts its turn in the aura takes 9 fire damage, or 18 fire damage if the balrog has grabbed or restrained it. A creature that hits a balrog with an unarmed Strike takes 11 fire damage, and weapons that hit a balor take 7 fire damage.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
11
A creature that hits a balrog with an unarmed Strike takes 11 fire damage, and weapons that hit a balor take 7 fire damage.
Balrog's Shade
cold iron silver flame whip
melee strike
attack 30 disarm, evil, fire, magical, reach 20 feet, trip
damage 10 fire
additional damage 1 evil
and Improved Grab, and whip reposition
Balrog's Shade
athletics
skill
25
Luka V. (GM):
Balrog's Shade
Whip Reposition
offensive or proactive abilities
When a balor grabs a creature with a whip Strike, they can move the creature to any space in the whip’s reach. The balor can move without ending the grab as long as the creature remains within the whip’s reach, and the balor can move the creature to any other space in the whip’s reach with an Interact action.
Wilhelm [Sven]:
Sven Långkalsång
Combat Climber
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
Your techniques allow you to fight as you climb. You're not off[1]guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Sven Långkalsång
athletics
skill
24
Filip [Alexander]:zzz
zzz
Chris [Gary]:
rolling 1d20
(
12
)
=
12
Gary Kreeefrog (Chris)
Heal
primal spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC21
rolling 1d8
(
8
)
=
8
Alyssa :
Alyssa Snapdragon
thievery
skill
25
+1 status bonus
Filip [Alexander]:
Alexander "Železni" Zelov
perception
22
Luka V. (GM):
Tess
Shadow Blast
divine spell level 5
single actiontwo-actionthree-actionfree actionreaction*
damage 19 see text
action: 2-action
traits: concentrate, manipulate, shadow
Range: varies
area: varies
heightened effects: Heightened (+1) The damage increases by 1d8.
Defense basic Reflex or Will (target’s choice)

You shape the shadow substance of the Netherworld into a blast. Choose acid, bludgeoning, cold, electricity, fire, force, piercing, slashing, sonic, or spirit damage, and choose a 30-foot cone, a 15-foot burst within 120 feet, or a 50-foot line. The blast deals 6d8 damage of the type you chose to each creature in the area.
basic saving throw DC 28
Tess
will
saving throw
37
+1 status to all saves vs. magic
Balrog's Shade
will
saving throw
23
+1 status to all saves vs. magic
Filip [Alexander]:Clutch rules
Alyssa :
Alyssa Snapdragon
Haste (s)
occult spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (7th) You can target up to 6 creatures.
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Filip [Alexander]:Ohh how I want to puch it over the ledge
push*
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
30
Luka V. (GM):
Balrog's Shade
cold iron silver flame whip
melee strike
attack 29 disarm, evil, fire, magical, reach 20 feet, trip
damage 11 fire
additional damage 1 evil
and Improved Grab, and whip reposition
Filip [Alexander]:ONE TIMEEEEE
Wilhelm [Sven]:
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack 34 Two-hand d12
Critical!
damage 18 slashing
Critical damage 26 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #2 22 Two-hand d12
damage 16 slashing
Critical damage 28 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Filip [Alexander]:
Alexander "Železni" Zelov
Catch this
ranged strike
attack 22
damage 8
Critical damage 16
Alexander "Železni" Zelov
Catch this
ranged strike
attack 25
damage 5
Critical damage 10
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 23
damage 9 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 31
Critical!
damage 11 bludgeoning
Critical damage 18 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):21
Balrog's Shade
fortitude
saving throw
37
+1 status to all saves vs. magic
Balrog's Shade
cold iron silver flame whip
melee strike
attack 19 disarm, evil, fire, magical, reach 20 feet, trip
damage 11 fire
additional damage 1 evil
and Improved Grab, and whip reposition
Balrog's Shade
Lifedrinker
automatic and reactive abilities
action type: Free Action
traits: divine, healing, necromancy
trigger :: The balor kills a living creature that is at least 15th level.
Effect: The balrog drinks the triggering creature’s life force and regains 79 Hit Points.
Filip [Alexander]:bEING WEAK HAS AN ADVENTAGE
Luka V. (GM):
Balrog's Shade
athletics
skill
24
Balrog's Shade
acrobatics
skill
28
Balrog's Shade
acrobatics
skill
35
Balrog's Shade
Whip Reposition
offensive or proactive abilities
When a balor grabs a creature with a whip Strike, they can move the creature to any space in the whip’s reach. The balor can move without ending the grab as long as the creature remains within the whip’s reach, and the balor can move the creature to any other space in the whip’s reach with an Interact action.
Wilhelm [Sven]:
Sven Långkalsång
Extendible Pincer
stowed item
bulk: L
quantity: 1
This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away.
Chris [Gary]:
Gary Kreeefrog (Chris)
Mad Raccoons
primal spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.

Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.

Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.

Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
Wilhelm [Sven]:Tess will kill steal it... wont he...
Alyssa :shhh hes being nice
Filip [Alexander]:He better not
Chris [Gary]:
rolling 1d20
(
8
)
=
8
Filip [Alexander]:I will haunt him in the afterlife
Wilhelm [Sven]:Alyssa is like a beaten housewife
Alyssa :Lol she is nooootttt
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 30
damage 15 piercing
Critical damage 28 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
17
Alyssa :pray
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
24
Filip [Alexander]:ONE TIMEEEE
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
30
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
primal spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC21
Filip [Alexander]:
rolling 1d20
(
10
)
=
10
Wilhelm [Sven]:
Sven Långkalsång
Healing Potion
stowed item
bulk: L
quantity: 6
Luka V. (GM):3 points of healing
Filip [Alexander]:
rolling 1d8
(
3
)
=
3
Alyssa :
Alyssa Snapdragon
Lesser Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (11) Hit Points.
Alyssa Snapdragon
Lesser Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (21) Hit Points.
Chris [Gary]:
rolling 1d8
(
2
)
=
2
Tess walks up to Gary, hugging him with one hand.
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
25
Gary Kreeefrog (Chris)
medicine
skill
20
rolling 2d8
(
3
+
7
)
=
10
rolling 2d8
(
4
+
5
)
=
9
Wilhelm [Sven]:
rolling 1d8
(
2
)
=
2
rolling 1d8
(
4
)
=
4
Sven Långkalsång
Anubis Dimond
stowed item
quantity: 1
Sven Långkalsång
perception
16
Sven Långkalsång
perception
29
Sven Långkalsång
perception
26
Wilhelm [Sven]:
Sven Långkalsång
perception
29
Sven Långkalsång
perception
27
Sven Långkalsång
perception
14
Sven Långkalsång
perception
30
Alyssa :
Alyssa Snapdragon
occultism
skill
19
+1 status bonus
Alyssa Snapdragon
intelligence
ability
8
Alyssa Snapdragon
intelligence
ability
21
Wilhelm [Sven]:
Sven Långkalsång
perception
22
Chris [Gary]:
Gary Kreeefrog (Chris)
Read Aura
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: other
cast: 1 minute
traits: cantrip, concentrate, detection, manipulate
Range: 30 feet
TARGET: 1 object
heightened effects: Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical. You or anyone you advise about the aura gains a +2 circumstance bonus to Identify Magic on the item. If the object is illusory, you detect this only if the effect’s rank is lower than the rank of your read aura spell.
Gary Kreeefrog (Chris)
Detect Magic
arcane cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: cantrip, concentrate, detection, manipulate
area: 30-foot emanation
heightened effects: Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic’s effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Alyssa :
Alyssa Snapdragon
thievery
skill
21
+1 status bonus
Wilhelm [Sven]:
Sven Långkalsång
Extendible Pincer
stowed item
bulk: L
quantity: 1
This extendable rod features a pincer on one end and clamped handle on the other. By squeezing the handle, the pincer opens or closes. As an Interact action, you can extend or retract the rod by 5 feet to one of three settings, allowing you to Interact to pick up an object with the pincer either within your own space, in an adjacent space, or exactly 10 feet away.
Filip [Alexander]:
Alexander "Železni" Zelov
thievery
skill
11
Alyssa :should have copped a feel instead
Filip [Alexander]:
Alexander "Železni" Zelov
deception
skill
18
Chris [Gary]:i stockpile some of the aphrodisiacs
Alyssa :alyssa will also pocket some
Filip [Alexander]:
Alexander "Železni" Zelov
perception
14
Chris [Gary]:
Gary Kreeefrog (Chris)
perception
15
Filip [Alexander]:
Alexander "Železni" Zelov
perception
21
Wilhelm [Sven]:
Sven Långkalsång
perception
16
Filip [Alexander]:
Alexander "Železni" Zelov
perception
16
Chris [Gary]:
Gary Kreeefrog (Chris)
Scroll of Locate
stowed item
quantity: 1
Alyssa :
Alyssa Snapdragon
society
skill
16
+1 status bonus
Chris [Gary]:Gary will try to take the documents and slowly walk out while they are fightning
Luka V. (GM):Sure
Chris [Gary]:I'll let them fight while i go back with the documents
Alyssa :Gatekeep Gaslight, Girlboss
Filip [Alexander]:
Alexander "Železni" Zelov
perception
31
Alexander "Železni" Zelov
perception
21
Alexander "Železni" Zelov
Gorilla Pound
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Ray (Alyssa):
Alyssa Snapdragon
Dirge of Doom
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, fear, mental
area: 30-foot emanation
DURATION: 1 round
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in
the area.
From: Dirge of Doom
Wilhelm [Sven]:
Sven Långkalsång
Library Card
stowed item
quantity: 1
Sven Långkalsång
Fancy Clothes
stowed item
quantity: 1
Chris [Gary]:
Gary Kreeefrog (Chris)
will
saving throw
20
Wilhelm [Sven]:
Sven Långkalsång
Library Card
stowed item
quantity: 1
Luka V. (GM):
rolling 1d20
(
8
)
=
8
Wilhelm [Sven]:Is Alex leaving middle earth?
Ray (Alyssa):
Alyssa Snapdragon
society
skill
25
+1 status bonus
Wilhelm [Sven]:
Sven Långkalsång
Dildos
stowed item
quantity: 2
Sven Långkalsång
Dildos
stowed item
quantity: 2
Luka V. (GM):
Whitechin
Gauntlet of Throwing
item
This gauntlet is magically imbued to hit hard and be precise. You can use your strength instead of dexterity to hit with throwing attacks, but they always have a range increment of 20ft. and deal 1d6 points of damage.
935gp
25gp
Wilhelm [Sven]:
Sven Långkalsång
Adamantine Bastard Sword (Large)
worn item
bulk: 2
quantity: 1
traits: Two-hand d12
price: 4 gp
SUBCATEGORY: Weapons
HANDS: 1 or 2
DAMAGE: 1d8 (7)
DAMAGE TYPE: slashing
WEAPON CATEGORY: Martial
GROUP: Sword
This broad-bladed sword, sometimes called the hand-and-a-half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra slashing power.

Returning Rune
Greater Striking Rune
Luka V. (GM):https://2e.aonprd.com/Equipment.aspx?ID=3087
Chris [Gary]:
Gary Kreeefrog (Chris)
Healer's Gloves
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
activate: Manipulate
source : item
traits: Magical, Necromancy
frequency: once per day
Soothe Wounds: You heal an adjacent living creature by touching them with the gloves, restoring 2d6+7 (15) Hit Points to that creature. This is a positive healing effect.
Chris [Gary]:
rolling 1d20
(
10
)
=
10
Wilhelm [Sven]:
rolling 1d20
(
14
)
=
14
Filip [Alexander]:
rolling 1d20
(
4
)
=
4
Ray (Alyssa):greater staff of the elemental power
Greater Ventriloquism ring
shopping done
Filip [Alexander]:brb
Ray (Alyssa):Alyssa has a sign that says "GO SVEN! GO ALEX" to support her friends thank you
Filip [Alexander]:
Alexander "Železni" Zelov
society
skill
22
rolling 1d8
(
1
)
=
1
Wilhelm [Sven]:
rolling 1d8
(
4
)
=
4
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
24
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
21
Luka V. (GM):
rolling 1d20
(
18
)
=
18
rolling 1d20
(
10
)
=
10
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla Pound
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
14
Alexander "Železni" Zelov
perception
13
Luka V. (GM):26
6
Filip [Alexander]:You can see Alex's corpse bludgoned in the ground
Apperently dwark lady stronk
Wilhelm [Sven]:
Sven Långkalsång
Giant's Stature
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 6
prerequisites: Rage
action: 1-action
You grow to incredible size. You become Large, increasing your reach by 5 feet and gaining the clumsy 1 condition until you stop raging. Your equipment grows with you.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack 24 Two-hand d12
damage 40 slashing
Critical damage 40 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
unarmed fist
melee strike
attack 34 Agile, finesse, nonlethal, unarmed
damage 8 bludgeoning
Critical damage 12 bludgeoning
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #2 19 Agile, finesse, nonlethal, unarmed
damage 10 bludgeoning
Critical damage 20 bludgeoning
Alexander "Železni" Zelov
unarmed fist
melee strike
attack #3 28 Agile, finesse, nonlethal, unarmed
damage 13 bludgeoning
Critical damage 12 bludgeoning
Alexander "Železni" Zelov
performance
skill
8
Wilhelm [Sven]:
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack 32 Two-hand d12
damage 34 slashing
Critical damage 22 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
(From Filip [Alexander]): I'll need some healing if you can
(To Filip [Alexander]): I got you
(From Filip [Alexander]): I need a cut man haha
Wilhelm [Sven]:
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack 25 Two-hand d12
damage 37 slashing
Critical damage 58 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Filip [Alexander]:
Alexander "Železni" Zelov
unarmed fist
melee strike
attack 34 Agile, finesse, nonlethal, unarmed
damage 12 bludgeoning
Critical damage 30 bludgeoning
Luka V. (GM):1
2
Ray (Alyssa):
Alyssa Snapdragon
perception
18
+1 status bonus
Filip [Alexander]:Fucking cunt
Will be SMASHED
Ray (Alyssa):
Alyssa Snapdragon
performance
skill
20
+1 status bonus
Luka V. (GM):
Tess
performance
skill
24
Filip [Alexander]:"What do you want to do with Tess's ashes?"
Ray (Alyssa):
Alyssa Snapdragon
deception
skill
21
+1 status bonus
+2 Greater Ventrilloquist's Ring
Alyssa Snapdragon
deception
skill
34
+1 status bonus
+2 Greater Ventrilloquist's Ring
Alyssa Snapdragon
Legal Lore
skill
30
source: Hellspawn lineage
+1 status bonus
Filip [Alexander]:
rolling 1d4
(
1
)
=
1
rolling 1d8
(
8
)
=
8
Wilhelm [Sven]:
rolling 1d8
(
1
)
=
1
rolling 1d8
(
3
)
=
3
Luka V. (GM):
Tess
initiative
perception
21
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
33
Wilhelm [Sven]:
Sven Långkalsång
initiative
perception
31
Luka V. (GM):12
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla Pound
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
19
Luka V. (GM):22
16
Filip [Alexander]:KILLL HIM
MAKE HIM SUFFER
CHANGE HIS FACE
Ray (Alyssa):DONT KILL HIM
HES JUST A SWEET SLUT OF A MAN
Filip [Alexander]:USE HIS BONES AS TOOTHPICKS
Wilhelm [Sven]:
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack 18 Two-hand d12
damage 31 slashing
Critical damage 62 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Luka V. (GM):
Tess
Unarmed fist
melee strike
attack 24 Agile, finesse, magical
damage 13 Bludgeoning
additional damage 1 Spirit
Tess
Unarmed fist
melee strike
attack #2 30 Agile, finesse, magical
damage 14 Bludgeoning
additional damage 4 Spirit
Filip [Alexander]:
Alexander "Železni" Zelov
Flurry of Maneuvers
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4th
prerequisites: Expert in Athletics
Your flurry is a combination of maneuvers. You can replace one
or both of your attacks during a Flurry of Blows with Grapples,
Shoves, or Trips.
Alexander "Železni" Zelov
athletics
skill
25
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Stunning Fist
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 17
damage 10 bludgeoning
Critical damage 44 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 11
damage 19 bludgeoning
Critical damage 32 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Wilhelm [Sven]:
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack 28 Two-hand d12
damage 25 slashing
Critical damage 48 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #2 25 Two-hand d12
damage 37 slashing
Critical damage 48 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #3 27 Two-hand d12
Critical!
damage 19 slashing
Critical damage 58 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Luka V. (GM):
Tess
deception
skill
37
Critical Success You throw your enemy's defenses against you entirely off. The target is off-guard against melee attacks that you attempt against it until the end of your next turn.
Tess
Unarmed fist
melee strike
attack 30 Agile, finesse, magical
damage 21 Bludgeoning
additional damage 2 Spirit
Tess
Unarmed fist
melee strike
attack #2 31 Agile, finesse, magical
damage 14 Bludgeoning
additional damage 4 Spirit
Tess
Unarmed fist
melee strike
Critical damage 34
Tess
Unarmed fist
melee strike
Critical damage 38
Luka V. (GM):7
Filip [Alexander]:Bastard using dark magic shit
Luka V. (GM):12
20
11
Filip [Alexander]:
Alexander "Železni" Zelov
Assurance
skill feats
single actiontwo-actionthree-actionfree actionreaction*
skill: General
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Alexander "Železni" Zelov
athletics
skill
16
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 30
damage 21 bludgeoning
Critical damage 36 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 26
damage 22 bludgeoning
Critical damage 36 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
performance
skill
11
IMPAIL HIM
Filip [Alexander]:WATCH THE LIFE DRAIN FROM HIS EYES
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
34
Sven Långkalsång
Quick Jump
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 1
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
Sven Långkalsång
Powerful Leap
skill feats
single actiontwo-actionthree-actionfree actionreaction*
level: 2
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
Sven Långkalsång
unarmed fist Rage
melee strike
attack 32 Agile, finesse, nonlethal, unarmed
damage 7 bludgeoning
Critical damage 18 bludgeoning
On Crit:
The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
Luka V. (GM):
Tess
acrobatics
skill
19
Tess
acrobatics
skill
30
Tess
Unarmed fist
melee strike
attack #3 15 Agile, finesse, magical
damage 17 Bludgeoning
additional damage 5 Spirit
Filip [Alexander]:FLAIL THE FLESH FROM HIS BONES
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
34
Sven Långkalsång
unarmed fist Rage
melee strike
attack 31 Agile, finesse, nonlethal, unarmed
damage 7 bludgeoning
Critical damage 16 bludgeoning
On Crit:
The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.
Sven Långkalsång
B-Sword 2h Rage
melee strike
attack #3 23 Two-hand d12
damage 24 slashing
Critical damage 58 slashing
On Crit:
The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.
Luka V. (GM):
Tess
deception
skill
39
Tess
acrobatics
skill
22
Tess
Unarmed fist
melee strike
attack 27 Agile, finesse, magical
damage 20 Bludgeoning
additional damage 5 Spirit
Tess
performance
skill
25
Filip [Alexander]:
rolling 1d6
(
4
)
=
4
Luka V. (GM):20
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
27
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 27
damage 20 bludgeoning
Critical damage 40 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 28
damage 21 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 25
damage 16 bludgeoning
Critical damage 34 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):22
33
18
25
24
2
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
30
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 23
damage 20 bludgeoning
Critical damage 20 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 18
damage 15 bludgeoning
Critical damage 48 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):20
32
12
Filip [Alexander]:
Alexander "Železni" Zelov
fortitude
saving throw
23
Luka V. (GM):21
11
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 27
damage 16 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
performance
skill
11
Luka V. (GM):
Tess
perception
24
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
19
Luka V. (GM):
Tess
initiative
perception
27
Filip [Alexander]:
Alexander "Železni" Zelov
intimidation
skill
14
Luka V. (GM):
Tess
Unarmed fist
melee strike
attack 21 Agile, finesse, magical
damage 20 Bludgeoning
additional damage 2 Spirit
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 32
damage 13 bludgeoning
Critical damage 32 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 14
damage 16 bludgeoning
Critical damage 48 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Tess
fortitude
saving throw
32
+1 status to all saves vs. magic
Tess
deception
skill
36
Tess
Unarmed fist
melee strike
attack 21 Agile, finesse, magical
damage 18 Bludgeoning
additional damage 4 Spirit
Tess
Unarmed fist
melee strike
attack #2 33 Agile, finesse, magical
damage 17 Bludgeoning
additional damage 1 Spirit
Tess
Unarmed fist
melee strike
Critical damage 44
3
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
18
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
athletics
skill
23
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 26
damage 15 bludgeoning
Critical damage 36 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 27
damage 26 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Tess
deception
skill
33
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 26
damage 15 bludgeoning
Critical damage 34 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 12
damage 21 bludgeoning
Critical damage 40 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Tess
deception
skill
30
Tess
deception
skill
24
Tess
performance
skill
23
Filip [Alexander]:
Alexander "Železni" Zelov
Intimidating Glare
skill feats
single actiontwo-actionthree-actionfree actionreaction*
skill: Intimidaton
level: 1
Demoralize a creature without speaking
Alexander "Železni" Zelov
intimidation
skill
13
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 24
damage 15 bludgeoning
Critical damage 32 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Tess
strength
ability
18
Tess
deception
skill
25
Tess
Unarmed fist
melee strike
attack 35 Agile, finesse, magical
damage 15 Bludgeoning
additional damage 3 Spirit
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
20
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
athletics
skill
22
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 18
damage 15 bludgeoning
Critical damage 48 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Tess
performance
skill
30
Tess
Unarmed fist
melee strike
attack 24 Agile, finesse, magical
damage 18 Bludgeoning
additional damage 6 Spirit
Tess
Unarmed fist
melee strike
attack #2 23 Agile, finesse, magical
damage 20 Bludgeoning
additional damage 1 Spirit
Filip [Alexander]:
Alexander "Železni" Zelov
performance
skill
7
Alexander "Železni" Zelov
performance
skill
24
Luka V. (GM):
Tess
deception
skill
26
Tess
Unarmed fist
melee strike
attack 35 Agile, finesse, magical
damage 14 Bludgeoning
additional damage 6 Spirit
Tess
Unarmed fist
melee strike
Critical damage 20
Tess
performance
skill
25
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 28
damage 21 bludgeoning
Critical damage 48 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Chris [Gary]:Silver forks for everyone
Luka V. (GM):Maqine
Valkeria Maqine
Chris [Gary]:Who was her lover
Ray (Alyssa):awwwww
Alyssa Snapdragon
society
skill
22
+1 status bonus
Filip [Alexander]:
Alexander "Železni" Zelov
society
skill
17
Alexander "Železni" Zelov
survival
skill
30
Wilhelm [Sven]:
Sven Långkalsång
Labor Lore
skill
24
Ray (Alyssa):
Alyssa Snapdragon
Pummeling Rubble
arcane innate spell level 1
single actiontwo-actionthree-actionfree actionreaction*
damage 6 bludgeoning
Critical damage 6 bludgeoning
action: 2-action
traits: concentrate, earth, manipulate
area: 15-foot cone
heightened effects: Heightened (+1) The damage increases by 2d4.
A spray of heavy rocks flies through the air in front of you. The rubble deals 2d4 bludgeoning damage to each creature in the area. Each creature must attempt a Reflex save.
saving throw reflex DC22
critical success: The creature is unaffected.
success: The creature takes half damage.
failure: The creature takes full damage and is pushed 5 feet away from you.
critical failure: The creature takes double damage and is pushed 10 feet away from you.
Chris [Gary]:
Gary Kreeefrog (Chris)
Mad Raccoons
primal spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.

Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.

Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.

Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
Ray (Alyssa):Gary get the raccons
sven get the triple A
Alex get the distraction crew
Alyssa get the mages
Alyssa Snapdragon
occultism
skill
30
+1 status bonus
Luka V. (GM):I can't wait to have Sven roll deception
Wilhelm [Sven]:
Sven Långkalsång
fortitude
saving throw
29
Filip [Alexander]:"special" forces
Alexander "Železni" Zelov
diplomacy
skill
8
Alexander "Železni" Zelov
diplomacy
skill
19
Ray (Alyssa):The Guards: THIS WAS HERE THE WHOLE TIME!? WE HAD A RODENT ARMY THE WHOLE TIME
Alyssa Snapdragon
Musical Accompaniment
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
cast: S V
traits: auditory cantrip illusion
DURATION: 1 minute
heightened effects: Heightened (2nd) The duration increases to 10 minutes.
Heightened (3rd) The duration increases to 1 hour.
Heightened (5th) The duration increases to 24 hours.
You're surrounded by orchestral music that shifts and changes to match your behavior. This music provides a +1 status bonus to Performance checks. At the GM's discretion, it provides this bonus to Deception, Diplomacy, and Intimidation checks as the music changes to support you in social situations, though some creatures are unaffected by such obvious attempts to use music to illicit specific emotions. This music moves with you and has a maximum volume equal to four humans shouting. You take a –4 penalty to Stealth checks while the music is playing. You can't control the exact music this spell creates. The music doesn't create intelligible words or singing. You can Dismiss this spell.
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
18
Sven Långkalsång
deception
skill
8
Sven Långkalsång
deception
skill
7
Luka V. (GM):
Gurmazul
perception
28
Filip [Alexander]:You can call me daddy
Whelp...opens Satan beer....here we go
Wilhelm [Sven]:
Sven Långkalsång
Flare Beacon
stowed item
bulk: L
quantity: 1
Flare beacons create an incredibly bright light for a brief period of time. They are often used to signal others to the beacon's location, to coordinate assaults, to request rescue, or for other similar reasons. Higher-level beacons have a radius so large that they can be seen from miles away at night. When you Activate a flare beacon, you can either place it on the ground in a space within your reach or toss it up to 60 feet straight up. The beacon then sparks into being, casting bright light in a 20-foot radius and dim light in the next 20 feet for 1 minute. A flare beacon in the air falls at a rate of 10 feet per round. Creatures adjacent to a flare beacon must succeed at a DC 15 Fortitude save or be dazzled until they are no longer adjacent to it.
Ray (Alyssa):
Alyssa Snapdragon
Lightning Bolt
arcane innate spell level 3
single actiontwo-actionthree-actionfree actionreaction*
damage 20 electricity
Critical damage 34 electricity
action: 2-action
traits: concentrate, electricity, manipulate
area: 120-foot line
heightened effects: Heightened (+1) The damage increases by 1d12.
A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage with a basic Reflex save.
basic saving throw reflex DC22
Wilhelm [Sven]:
Sven Långkalsång
Glow Rod
stowed item
bulk: L
quantity: 1
This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
33
Luka V. (GM):
Gnoll Hunter Troop
initiative
perception
21
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
19
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
21
Luka V. (GM):
Gnoll Hunter Troop
initiative
perception
31
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
23
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
17
Wilhelm [Sven]:
Sven Långkalsång
deception
skill
8
Sven Långkalsång
initiative
perception
30
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla Pound
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
17
Wilhelm [Sven]:brb
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 24
damage 21 bludgeoning
Critical damage 36 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Wilhelm [Sven]:ok, im back
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 14 bludgeoning
Critical damage 28 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gnoll Hunter Troop
Charge
offensive or proactive abilities
The gnolls engage in a savage battleaxe attack against each enemy within 5 feet (DC 23 basic Reflex save). The damage depends on the number of actions.
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
12 4
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
20 7
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
8 4
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
10 7
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
18
Sven Långkalsång
reflex
saving throw
26
Sven Långkalsång
reflex
saving throw
17
Sven Långkalsång
reflex
saving throw
13
Luka V. (GM):7 3
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
24
Chris [Gary]:
Gary Kreeefrog (Chris)
Glas sand
primal spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
cast: material, somatic
traits: Uncommon, Earth, Evocation
area: 60-foot cone
heightened effects: Heightened (+1) The damage increases by 2d6.
You throw a handful of sand that transforms into jagged shards of glass. Creatures in the area take 4d6 slashing damage and must attempt a Reflex save.
saving throw reflex DC22
critical success: Critical Success The target is unaffected.
success: Success The target takes half damage.
failure: Failure The target takes full damage and 1 persistent bleed damage.
critical failure: Critical Failure The target takes double damage and 2 persistent bleed damage.
rolling 4d6
(
1
+
2
+
2
+
1
)
=
6
Luka V. (GM):
Gnoll Hunter Troop
reflex
saving throw
27
Gnoll Hunter Troop
reflex
saving throw
16
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 3
17 11
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
18 5
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
22
Alexander "Železni" Zelov
reflex
saving throw
16
Luka V. (GM):
Gnoll Hunter Troop
Charge
offensive or proactive abilities
The gnolls engage in a savage battleaxe attack against each enemy within 5 feet (DC 23 basic Reflex save). The damage depends on the number of actions.
Ray (Alyssa):
Alyssa Snapdragon
Needle Darts
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
attack 26
damage 13 piercing
Critical damage 14 piercing
action: 2-action
traits: attack cantrip concentrate manipulate metal
Range: 60ft
TARGET: 1 creature
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
critical success: Critical Success The target takes double damage and 3 persistent bleed damage.
success: Success The target takes full damage.
Filip [Alexander]:
Alexander "Železni" Zelov
Catch this
ranged strike
attack 25
damage 8
Critical damage 14
rolling 1d8
(
6
)
=
6
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 26 bludgeoning
Critical damage 34 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Catch this
ranged strike
attack #3 13
damage 5
Critical damage 16
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 22
damage 19 bludgeoning
Critical damage 36 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
"Help me"
Chris [Gary]:i got you
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
24
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
25
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
29
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
12
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
29
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
18
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
17
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
23
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
16
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Luka V. (GM):1
6
7
0
9
5
Luka V. (GM):7
4
4
5
Wilhelm [Sven]:
Sven Långkalsång
athletics
skill
25
Sven Långkalsång
Oversized Throw
ranged strike
attack 21
damage 12 bludgeoning
Critical damage 34 bludgeoning
Range: 20
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
Oversized Throw
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
level: 4
action: 2-action
With a great heave, you seize a piece of your surroundings, such as a boulder, log, table, wagon, or chunk of earth, and hurl it at your foes. The object must be your size or one size smaller than you, and it must not have too much Bulk for you to lift it in the first place. Make a ranged Strike with the object; regardless of the result, the object takes the same amount of damage it would deal on a success. The object is a simple ranged weapon that deals 1d10 bludgeoning damage, has a range increment of 20 feet, and has the thrown weapon trait. The damage increases to 2d10 if you have weapon specialization in simple weapons, or 3d10 if you have greater weapon specialization.
Chris [Gary]:
Gary Kreeefrog (Chris)
Heal
divine spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
basic saving throw fortitude DC14
rolling 3d8
(
2
+
5
+
2
)
=
9
Luka V. (GM):
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
14 4
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
22
Alexander "Železni" Zelov
reflex
saving throw
17
Luka V. (GM):
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 3
18 8
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 14 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {2D10+8}
{
(
4
+
4
)
+8
}
=
16
Luka V. (GM):10
19
Ray (Alyssa):
Alyssa Snapdragon
Courageous Anthem
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, mental
area: 60-foot emanation
DURATION: 1 round
You inspire yourself and your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
14
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
17
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
21
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
14
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
22
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Wilhelm [Sven]:
Sven Långkalsång
reflex
saving throw
30
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
19
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
21
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Sven Långkalsång
reflex
saving throw
19
CLUMSY: Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs.
Luka V. (GM):6
13
12
11
Filip [Alexander]:oof
Luka V. (GM):8
15
16
13
14
Chris [Gary]:
Gary Kreeefrog (Chris)
Lesser Alchemist's Fire
stowed item
bulk: L
quantity: 3
traits: Alchemical, bomb, consumable, fire, splash
price: 3 gp
SUBCATEGORY: Alchemical Items
DAMAGE: 1d8 (5)
DAMAGE TYPE: fire
ADDITIONAL DAMAGE: 1 (1) persistent fire damage, and 1 (1) fire splash damage.
This alchemical bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
rolling 1d20
(
18
)
=
18
Gary Kreeefrog (Chris)
Healer's Gloves
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
activate: Manipulate
source : item
traits: Magical, Necromancy
frequency: once per day
Soothe Wounds: You heal an adjacent living creature by touching them with the gloves, restoring 4d6+15 (32) Hit Points to that creature. This is a positive healing effect.
Gary Kreeefrog (Chris)
reflex
saving throw
20
Gary Kreeefrog (Chris)
reflex
saving throw
24
Luka V. (GM):
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 1
9 3
Gnoll Hunter Troop
Charge
offensive or proactive abilities
action type: 2
16 2
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 11 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {2D10+8}
{
(
8
+
4
)
+8
}
=
20
Alyssa Snapdragon
YEET
ranged strike
attack 17
damage 0
Critical damage 0
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 32
damage 18 bludgeoning
Critical damage 26 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Flurry of Blows
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
traits: flourish, monk
action: 1-action
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 24 bludgeoning
Critical damage 44 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 26
damage 13 bludgeoning
Critical damage 48 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Ray (Alyssa):gary and alex get 4 moderate alchemist fire
Chris [Gary]:
Gary Kreeefrog (Chris)
Unicorn Heal
primal innate spell level 1
single actiontwo-actionthree-actionfree actionreaction*
damage 4
Critical damage 8
action: 1 to 3 actions
traits: healing, manipulate, vitality
Range: varies
TARGET: 1 willing living creature or 1 undead creature
heightened effects: Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Gary Kreeefrog (Chris)
Treat wounds
action
single actiontwo-actionthree-actionfree actionreaction*
action type: Other 10 min
requirements: You're wearing or holding a healer's toolkit.
You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes).

The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm, or treating magically cursed wounds. If you're an expert in Medicine, you can instead attempt a DC 20 check to increase the Hit Points regained by 10; if you're a master of Medicine, you can instead attempt a DC 30 check to increase the Hit Points regained by 30; and if you're legendary, you can instead attempt a DC 40 check to increase the Hit Points regained by 50. The damage dealt on a critical failure remains the same.

If you succeed at your check, you can continue treating the target to grant additional healing. If you treat it for a total of 1 hour, double the Hit Points it regains from Treat Wounds.

The result of your Medicine check determines how many Hit Points the target regains


Proficiency DC Success Healing Critical Healing
Trained 15 2d8 4d8
Expert* 20 2d8+10 4d8+10
Master* 30 2d8+30 4d8+30
Legendary* 40 2d8+50 4d8+50
* Rolling against a higher DC is optional.

Critical Success The target regains 4d8 Hit Points and loses the wounded condition.
Success The target regains 2d8 Hit Points, and loses the wounded condition.
Critical Failure The target takes 1d8 damage.
Gary Kreeefrog (Chris)
medicine
skill
17
Ray (Alyssa):
Alyssa Snapdragon
Minor Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (3) Hit Points.
Alyssa Snapdragon
Minor Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (4) Hit Points.
Alyssa Snapdragon
Minor Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (1) Hit Points.
Alyssa Snapdragon
Minor Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (3) Hit Points.
Alyssa Snapdragon
Minor Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (6) Hit Points.
Alyssa Snapdragon
Minor Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 1d8 (8) Hit Points.
Ray (Alyssa):
Alyssa Snapdragon
Lesser Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (10) Hit Points.
Alyssa Snapdragon
Lesser Healing Potion
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : item
traits: Manipulate
The potion restores 2d8+5 (18) Hit Points.
Alyssa Snapdragon
Moderate Alchemist's Fire
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
You gain a +1 item bonus to attack rolls. The bomb deals 2d8 (6) fire damage, 2 persistent fire damage, and 2 fire splash damage.
Luka V. (GM):
Gurmazul
initiative
perception
21
Ray (Alyssa):
Alyssa Snapdragon
initiative
perception
26
Filip [Alexander]:
Alexander "Železni" Zelov
initiative
perception
22
Chris [Gary]:
Gary Kreeefrog (Chris)
initiative
perception
22
Ray (Alyssa):
Alyssa Snapdragon
Haste (s)
occult spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
TARGET: 1 creature
DURATION: 1 minute
heightened effects: Heightened (7th) You can target up to 6 creatures.
Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round for only Strike and Stride actions.
Chris [Gary]:
Gary Kreeefrog (Chris)
Mad Raccoons
primal spell level 3
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate
Range: 30 feet
area: 5-foot burst
DURATION: sustained up to 1 minute
Magical raccoon spirits fill the area as they pile and climb on top of one another. Because the raccoons are magical spirits, they can’t be attacked or hurt. Casting calm or a similar effect over the raccoons makes them docile, causing them to cease making mischief for the duration of mad monkeys. Choose the kind of mischief your raccoons make when you Cast the Spell. They produce the effect listed for that mischief when you Cast the Spell and the first time each round when you Sustain the spell. The first time each round when you Sustain the spell, you can move the area of the monkeys by 5 feet.

Flagrant Burglary The raccoons try to Steal any one item from one creature in the area. Use your spell DC – 10 as the raccoons’ Thievery modifier. Their attempt relies more on distraction than subtlety, so the victim knows what item the monkeys were trying to take and whether it was taken. Getting a stolen item from the raccoons—even for the caster—requires Stealing it from them or Disarming them, using your spell DC. When the spell ends, any stolen items fall to the ground in any square of the spell’s area you choose.

Raucous Din The raccoons screech loudly, potentially deafening creatures in the spell’s area. Each creature in the spell’s area must attempt a Fortitude save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure The creature is deafened for 1 round.
Critical Failure The creature is deafened for 1 minute.

Tumultuous Gymnastics The raccoons jump and climb all over creatures in the spell’s area, interfering with complex movements. Each creature in the spell’s area must attempt a Reflex save.
Critical Success The creature is unaffected and is temporarily immune for 10 minutes.
Success The creature is unaffected.
Failure For 1 round, the creature must succeed at a DC 5 flat check whenever it attempts a manipulate action. If it fails this check, the action is disrupted.
Critical Failure As failure, but the raccoons cling to the creature tenaciously, and the effect lasts until the spell ends, even if the creature leaves the spell’s area.
rolling 1d20+12
(
5
)
+12
=
17
rolling 1d20+12
(
20
)
+12
=
32
Gary Kreeefrog (Chris)
perception
20
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla Pound
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
intimidation
skill
13
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 19
damage 18 bludgeoning
Critical damage 22 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
athletics
skill
29
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 15
damage 12 bludgeoning
Critical damage 32 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 11
damage 15 bludgeoning
Critical damage 38 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gurmazul
Forge Weapon (1A)
Interaction Ability
Gurmazul reforges part of their barbed iron substance into a new +1 striking trident or barbed net. Their previous trident crumbles to rust. When Gurmazul is destroyed, any tridents or barbed nets they created crumble to rust.
Gurmazul
Trident
melee strike
attack 27 evil, magical
damage 19 piercing
additional damage 1 lawful
Merciless thrust
Gurmazul
Trident
melee strike
attack #2 29 evil, magical
damage 15 piercing
additional damage 4 lawful
Merciless thrust
Chris [Gary]:
rolling 1d3
(
1
)
=
1
Ray (Alyssa):
Alyssa Snapdragon
reflex
saving throw
27
+1 status bonus
Luka V. (GM):15
Ray (Alyssa):
Alyssa Snapdragon
Eat Fire
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: reaction
traits: cantrip fire manipulate
trigger : you would take fire damage
heightened effects: Heightened (+3) The resistance increases by 5.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke [one-action] You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Alyssa Snapdragon
Dirge of Doom
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, fear, mental
area: 30-foot emanation
DURATION: 1 round
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in
the area.
From: Dirge of Doom
Chris [Gary]:
Gary Kreeefrog (Chris)
Battle Medicine
action
single actiontwo-actionthree-actionfree actionreaction*
action type: 1-action
source : Feat: Battle Medicine
traits: General, Healing, Manipulate, Skill
requirements: You’re holding or wearing a healer’s toolkit (see Healer's Toolkit).
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Gary Kreeefrog (Chris)
medicine
skill
18
rolling 3d8 +24
(
3
+
1
+
3
)
+24
=
31
rolling 1d20+12
(
20
)
+12
=
32
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
20
Use Assurance for instant 10 on roll
Chris [Gary]:hope he doesnt have any line attacks
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 16
damage 21 bludgeoning
Critical damage 36 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 21
damage 12 bludgeoning
Critical damage 40 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Stunning Fist
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Luka V. (GM):
Gurmazul
fortitude
saving throw
38
+1 status to all saves vs. magic
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla Pound
class feats and abilities
single actiontwo-actionthree-actionfree actionreaction*
You pound your chest before slamming into your foes. Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's frightened condition.

Special: If you have this feat, while you are in Gorilla Stance, you gain a climb Speed of 15 feet.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 12
damage 18 bludgeoning
Critical damage 38 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 21
damage 21 bludgeoning
Critical damage 30 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gurmazul
Forge Weapon (1A)
Interaction Ability
Gurmazul reforges part of their barbed iron substance into a new +1 striking trident or barbed net. Their previous trident crumbles to rust. When Gurmazul is destroyed, any tridents or barbed nets they created crumble to rust.
Gurmazul
Trident
melee strike
attack 34 evil, magical
damage 19 piercing
additional damage 4 chaotic
Merciless thrust
Gurmazul
Trident
melee strike
Critical damage 26
Merciless thrust
Chris [Gary]:
rolling 1d3
(
3
)
=
3
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
18
Luka V. (GM):20
Ray (Alyssa):
Alyssa Snapdragon
Stupefy
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC22
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Alyssa Snapdragon
Dirge of Doom
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
action: 1-action
traits: uncommon, bard, cantrip, composition, concentrate, emotion, fear, mental
area: 30-foot emanation
DURATION: 1 round
Enemies within the area are frightened 1. They can’t reduce their frightened value below 1 while they remain in
the area.
From: Dirge of Doom
Luka V. (GM):
Gurmazul
will
saving throw
14
+1 status to all saves vs. magic
Chris [Gary]:
Gary Kreeefrog (Chris)
medicine
skill
26
rolling 2d8+10
(
5
+
1
)
+10
=
16
Gary Kreeefrog (Chris)
Raccoon Form
focus spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, polymorph
DURATION: 1 minute
heightened effects: Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14.
Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20
You call upon primal energy to transform yourself into a Medium animal battle form.
While in this form, you gain the animal trait.
You can Dismiss the spell.

• AC = 16 + your level. Ignore your armor’s check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision and imprecise scent 30 feet.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You’re trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead.
• Athletics modifier of +9, unless your own is higher.
Raccoon Speed 30 feet, climb 20 feet; Melee [one-action] claws, Damage 2d6 bludgeoning.
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 23
damage 17 bludgeoning
Critical damage 28 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 20
damage 21 bludgeoning
Critical damage 30 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gurmazul
fortitude
saving throw
25
+1 status to all saves vs. magic
Filip [Alexander]:
Alexander "Železni" Zelov
athletics
skill
24
Use Assurance for instant 10 on roll
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 11
damage 28 bludgeoning
Critical damage 36 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gurmazul
Barbed Net
ranged strike
attack 24 magical
damage 0
Range: 20ft.
When Gurmazul hits a creature with their barbed net, the net wraps around the target, which becomes clumsy 1 and takes a –10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also immobilized. When a creature Escapes (DC 22), or if the Strike misses, the net crumbles into rust. Each time a creature attempts to Escape, it takes 1d6 slashing damage from the net's barbs, regardless of whether the attempt succeeds.
Gurmazul
Trident
melee strike
attack #2 17 evil, magical
damage 21 piercing
additional damage 3 chaotic
Merciless thrust
Chris [Gary]:
rolling 1d3
(
3
)
=
3
Luka V. (GM):27
Filip [Alexander]:
Alexander "Železni" Zelov
reflex
saving throw
19
Ray (Alyssa):
Alyssa Snapdragon
Daze
occult cantrip
single actiontwo-actionthree-actionfree actionreaction*
damage 8 mental
Critical damage 16 mental
action: 2-action
traits: cantrip, concentrate, manipulate, mental, nonlethal
Range: 60 feet
TARGET: 1 creature
DURATION: 1 round
heightened effects: Heightened (+2) The damage increases by 1d6.
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
basic saving throw will DC22
Alyssa Snapdragon
Stupefy
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, manipulate, mental
Range: 30 feet
TARGET: 1 creature
DURATION: varies
You dull the target’s mind, depending on its Will save.
saving throw will DC22
critical success: The target is unaffected.
success: The target is stupefied 1 until the start of your next turn.
failure: The target is stupefied 2 for 1 minute.
critical failure: The target is stupefied 3 for 1 minute.
Luka V. (GM):
Gurmazul
will
saving throw
31
+1 status to all saves vs. magic
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 16
damage 16
Critical damage 28
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 23
damage 9
Critical damage 28
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 13
damage 12
Critical damage 30
rolling 3d8 +24
(
8
+
8
+
8
)
+24
=
48
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 27
damage 21 bludgeoning
Critical damage 30 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 24
damage 22 bludgeoning
Critical damage 42 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gurmazul
fortitude
saving throw
37
+1 status to all saves vs. magic
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 21
damage 20 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 18
damage 15 bludgeoning
Critical damage 26 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #3 15
damage 13 bludgeoning
Critical damage 46 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Gurmazul
Trident
melee strike
attack 36 evil, magical
damage 19 piercing
additional damage 5 chaotic
Merciless thrust
Gurmazul
Trident
melee strike
Critical damage 36
Merciless thrust
Gurmazul
Merciless Thrust
Interaction Ability
When Gurmazul hits a creature that has the clumsy, enfeebled, immobilized, or restrained conditions with a melee trident Strike, the Strike deals an additional 8 damage.
Ray (Alyssa):
rolling 1d20
(
19
)
=
19
Luka V. (GM):
Gurmazul
Trident
melee strike
attack #2 21 evil, magical
damage 18 piercing
additional damage 6 chaotic
Merciless thrust
Gurmazul
Trident
melee strike
attack #3 21 evil, magical
damage 14 piercing
additional damage 2 chaotic
Merciless thrust
Chris [Gary]:
rolling 1d3
(
2
)
=
2
Gary Kreeefrog (Chris)
reflex
saving throw
28
Luka V. (GM):21
Gurmazul
Trident
melee strike
attack 26 evil, magical
damage 20 piercing
additional damage 3 chaotic
Merciless thrust
Ray (Alyssa):
Alyssa Snapdragon
Blood Vendetta (s)
occult spell level 2
single actiontwo-actionthree-actionfree actionreaction*
damage 9 see text
Critical damage 18 see text
action: reaction
traits: curse
trigger : A creature deals piercing, slashing, or persistent bleed damage to you; Requirements You can bleed.
Range: 30 feet
TARGET: the triggering creature
DURATION: varies
heightened effects: Heightened (+2) The persistent bleed damage increases by 2d6.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
saving throw will DC22
critical success: The target is unaffected.
success: The target takes half the persistent bleed damage.
failure: The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.
critical failure: As failure, but the target takes double the persistent bleed damage.
Luka V. (GM):
Gurmazul
Merciless Thrust
Interaction Ability
When Gurmazul hits a creature that has the clumsy, enfeebled, immobilized, or restrained conditions with a melee trident Strike, the Strike deals an additional 12 damage.
Gurmazul
will
saving throw
30
+1 status to all saves vs. magic
Ray (Alyssa):
Alyssa Snapdragon
Soothe
occult spell level 1
single actiontwo-actionthree-actionfree actionreaction*
action: 2-action
traits: concentrate, emotion, healing, manipulate, mental
Range: 30 feet
TARGET: 1 willing creature
DURATION: 1 minute
heightened effects: Heightened (+1) The amount of healing increases by 1d10+4.
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 11 (1d10+4) Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
rolling {1D10+4}
{
(
6
)
+4
}
=
10
Chris [Gary]:
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack 26
damage 13
Critical damage 36
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #2 23
damage 11
Critical damage 34
Gary Kreeefrog (Chris)
Animal form attack
melee strike
attack #3 11
damage 11
Critical damage 20
Filip [Alexander]:
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack 21
damage 16 bludgeoning
Critical damage 38 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Alexander "Železni" Zelov
Gorilla fist
melee strike
attack #2 29
damage 21 bludgeoning
Critical damage 24 bludgeoning
On Crit:
backswing, forceful, grapple, nonlethal, and unarmed traits
Backswing-You can use the momentum from a missed attack with this weapon to lead into your next attack. After missing with this weapon on your turn, you gain a +1 circumstance bonus to your next attack with this weapon before the end of your turn

Foreceful-This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.

Grapple-You can use this weapon to Grapple with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.
Luka V. (GM):
Tess
Tess' Heartstone
item
This gemstone grants its wearer a +2 item bonus to saving throws.

Each heartstone is powered by the spirit of a specific night hag. If it’s separated from her for 24 hours (or she’s been dead for 24 hours), it becomes a nonmagical gemstone. A heartstone allows the hag to use additional occult innate spells: ethereal jaunt (9th level) and bind soul at will, and shadow blast twice per day.

Activate [one-action] command; Requirements You must be touching the heartstone.; Effect The heartstone attempts to counteract one disease affecting you (counteract level 5, counteract modifier +18).

Tess' Heartstone: Tess used the heartstone to change her very essence, allowing her to shapechange into a male. 24 hours after Tess dies, her true body reforms in the Feywild without the heartstone. If she dies there before she can craft a new one, she will die permanently.

Craft Requirements You must be a night hag.
Tess
Dream Haunting
Interaction Ability
traits: (enchantment, occult, mental
If Tess is ethereal and hovering over a sleeping creature, she can ride the victim’s back until dawn. The creature endures tormenting dreams as Tess casts nightmare on it, and is exposed to abyssal plague. Any drained caused by dream haunting is cumulative. Only an ethereal being can confront Tess and stop her dream haunting.

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l
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t
d20

Advanced Roll

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Target Number:


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